- On this Episode of TERA Cast, Caelixian discusses...
- Catching up! Gamescon Cologne
- More PAX than you can handle!
- Organic's 3 Day Report
- Amira's Brian Knox interview
- A little on the official TeraCast Guild, Morpheus
Latest News
TERA Cast Episode 13
Posted by Amira
on 09-08-10 13:03
on 09-08-10 13:03
Hello, TERA Fans! The newest episode of TERA Cast features all kinds of convention coverage from Gamescom to PAX, so it's definitely worth checking out!
TERA Fans PAX Interview with Brian Knox!
Posted by Amira
on 09-06-10 15:06
on 09-06-10 15:06
Hey, TERA Fans! PAX 2010 ended yesterday and in the wake of the storm, I have the results of TERA Fan's interview with Senior Producer, Brian Knox! Thanks so much for contributing questions guys :D While there's not a whole lot of new information, I think some of his comments leave open at least lots of room for speculation.
So check out the interview below and enjoy! You can find all our TERA PAX coverage here.

Amira: So hey, Brian! Once again, all the questions are straight from TERA Fans. We had lots of questions for you and we picked out a few. So for one, what in-game events are being planned for players to participate in?
Brian: That's a good question! So right now, our focus for in-game events is going to be mostly on trying to find those spots where people hit a wall because we're really focused on the journey to level 60. So, once the game's out, sometimes players find areas that are hard to get through and we want to focus our events around that. How we're going to do that I don't know. But we do plan on having them!
Amira: And will there also be holiday-type events?
Brian: Yeah, we are trying to have an events system. It's one of those things that's like every feature takes away development time. We want to have these but we may not have them available right at launch.
Amira: Will there be any non-combat, or combat pets in-game?
Brian: So, we have the Homonculus which is kind of a pet. It doesn't quite follow you right now but we're looking into ways to expand that as well.
Amira: And the Mystic pets; will those really be pets?
Brian: Well they're summons: they come out and last for only a short amount of time to help out. There's a healing one, there's a dps one, and there's like a tank one. But I wouldn't call Mystics a pet class. It's hard to explain-- they're a little bit different than you're used to, so you'll see.
Amira: Sam Kim once mentioned that the development team was considering adding more armor slots. Is there any information on that?
Brian: Yeah, we've added two more slots and we'll see them soon.
Amira: Are there plans to allow players to customize the look of their gear or spells at this point?
Brian: Not at this point but we're looking heavily into both the dying system and the ability to change gear models as well. So I'm not sure if any of that would make it in by launch, but it's definitely on our list of ideas.
Amira: Some guildmasters are very concerned about recruiting more guildmates than the maximum guild size in TERA will allow for. Is there any information on about how large guilds will be able to get at launch?
Brian: Y'know, that's a good question. Right now, I can't answer that but I would really like to get back to you on it because I think that's an important one.
UPDATE: Brian Knox let me know that the current guild size is 300 members by default. This is always subject to change.
Amira: On the topic of guilds, is there any more information on how extensive the overall guild system will be?
Brian: Well the guild system will really play into the battleground system, which we're not talking a lot about just yet. I think that's where you'll see the guild system really work. Since we're not faction based, guilds will become allies or rivals as well.
Amira: Some players are very concerned about westernization. Can you talk about what aspects of gameplay are being westernized?
Brian: All aspects are being evaluated. In our last focus group test, we had everybody answer a 120 point survey which was a lot of questions. What it did was allow us to hold up a transparency and compare where results are similar and different among players in the West and players in the East. We're able to identify those areas. There's a lot of stuff that lined up and in the feedback, there were a lot of things, particularly surrounding solo play and the leveling curve. And so, those were the two areas that players felt different about. Also, specific features have been added as well. The achievement system and the controller support are things that kind of originated in the west.
Amira: How will the lore of TERA be explained to players beyond quest text? Will there be cut-scenes at all?
Brian: Yeah, actually we have been adding cut-scenes. Hopefully they'll help tell the story in a little bit more of an epic fashion.
Amira: Are there any plans to have a designated Oceanic server available at launch?
Brian: Not at this time. But we're looking at the territory. We want to make sure that if we do it, we do it right.
Amira: Is there any information available on mounts at all?
Brian: There are mounts, and we're tweaking them. We're trying to make sure they're the right speeds right now. At this time, there will not be combat mounts.
Amira: Are there any plans to allow third party addons in-game?
Brian: Not at this time. We're actually doing what we can to minimize the UI as much as possible.
Amira: Finally: are you still re-evaluating the idea of allowing all races to be able to be all classes?
Brian: Right now, it looks like that's what going to happen but I can't really say for sure. That is what we're aiming for, though. In the version that we're playing off right now, actually, we're balancing the Human male, so that way we can balance that off the other races. It's a lot less development time to balance one and get it all right-- in terms of all the numbers-- and then we can balance things around that.
TERA Fans PAX 2010 Coverage!
Posted by Amira
on 09-06-10 14:32
on 09-06-10 14:32
Update #2: Added a compilation of off-site interviews from PAX.
Update #1: Added the link to the TF Interview with Brian Knox!

Hey, TERA Fans :D! I just got home from PAX 2010 last night and it was a blast! Between me and TERA Fans member Organic, we've got all kinds of TERA goodies :3
This thread will contain links to all the coverage TERA Fans has of PAX 2010 so you can most easily find what you're looking for.
I'll add updates so check back often :D! Enjoy!
Update #1: Added the link to the TF Interview with Brian Knox!

Hey, TERA Fans :D! I just got home from PAX 2010 last night and it was a blast! Between me and TERA Fans member Organic, we've got all kinds of TERA goodies :3
This thread will contain links to all the coverage TERA Fans has of PAX 2010 so you can most easily find what you're looking for.
- Amira's PAX Demo Experience
- Click the link to check it out on Curse.com!
- Organic's PAX 2010: The Scoop!
- Organic spent most of his PAX time at the TERA booth, so he has tons of great information to share! I'd definitely advise reading through the whole thread. Thank you so much for the hard work, Organic!
- TERA Fans PAX Interview with Brian Knox
- Off Site Interviews
- A compilation of other TERA PAX interviews.
- Ten Ton Hammer's Tale of Two TERAs
- Gamespot Interviews Brian Knox
- Lead Writer David Noonan Talks Narrative, Endgame
- TERABlah Has The Community Event On Video!
- TERA @ PAX Pictures
- TERA Booth
003.jpg (176.65K)
Number of downloads: 91
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Number of downloads: 90
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Number of downloads: 84
- TERA Swag (Poster is signed by all the En Masse writers! Sadly when I got mine laminated at Kinkos, it had a little accident on the top left side D: But that's okay, it's still amazing!)
gallery_24_4_19070.jpg (68.18K)
Number of downloads: 78
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Number of downloads: 89
Poster Front.jpg (724.91K)
Number of downloads: 115
Poster Back.jpg (629.25K)
Number of downloads: 183
- TERA Breakfast (From left to right: Scapes, me, BrotherMagneto, Kyoji, and Mark)
HoVbreakfast.jpg (479.45K)
Number of downloads: 194
I'll add updates so check back often :D! Enjoy!
Exclusive Gamescom Extended Trailer
Posted by Amira
on 09-01-10 18:11
on 09-01-10 18:11
Good evening, TERA Fans! Today we're happy to feature a TERA Fans exclusive! Remember the Gamescom trailer released last month? Just in time for PAX, En Masse Entertainment has re-released the trailer with an additional ~20 seconds of footage and new voice acting.
The extra few seconds of footage show a massive army of
Argons
preparing for battle. It's pretty awesome, so check it out!
Also, just a reminder, PAX starts this Friday! Keep an eye on TERA Fans for all kinds of goodies including pictures, my experience with the build of the game they'll be showing, coverage of the TERA party and anything else I find there!
The extra few seconds of footage show a massive army of
Argons
preparing for battle. It's pretty awesome, so check it out!Also, just a reminder, PAX starts this Friday! Keep an eye on TERA Fans for all kinds of goodies including pictures, my experience with the build of the game they'll be showing, coverage of the TERA party and anything else I find there!
Screenshots of the Week: Kaiator, the Unbreakable Iron Jewel
Posted by Amira
on 09-01-10 17:59
on 09-01-10 17:59
Hey there, TERA Fans! In one of the first official displays of the city, this week's screenshots of the week are devoted to the
Aman
city, Kaiator! The city looks pretty amazing, check it out!
Aman
city, Kaiator! The city looks pretty amazing, check it out!Quote
Our sixteenth installment of Screenshots of the Week features the towering iron city of Kaiator on northern Shara. This impregnable fortress, crucible of the aman race, has withstood thirty years of argon attacks and has never been breached. Titanic sculptures of the city’s patron goddess, Kaia, soar over the tops of the tallest structures beneath Kaiator’s great iron dome.
The epic story of Kaiator, the Unbreakable Iron Jewel, will be available in the World section of TERA-Online.com later this week.
-- Scapes
The epic story of Kaiator, the Unbreakable Iron Jewel, will be available in the World section of TERA-Online.com later this week.
-- Scapes
RSVP for the TERA Community PAX Prime 2010 Event!
Posted by Amira
on 08-31-10 19:24
on 08-31-10 19:24
Good evening, TERA Fans! Today, BrotherMagneto on the official forums posted information about the TERA PAX party this weekend! If you're going to PAX, be sure to stop by as, among other things, a lucky winner will be able to name an in-game NPC!
Check out the details below and RSVP at the official site :]
I'm going to be there, I hope some TERA Fans are going D:!
Check out the details below and RSVP at the official site :]
Quote
In this thread please post if you plan to attend the TERA Community Event at Pax Prime 2010!
- Where: The Taphouse (1506 6th Ave, approximately 2 blocks from the convention center)
- When: 7:30 pm to 9:30 pm on Saturday, September 4th
- What: An event for our community members featuring En Masse’s world-class writing team
- Meet TERA’s writers: TERA’s Lead Writer David Noonan will give a brief presentation on TERA Westernization, and members of the writing team will be on-hand afterward to answer questions and sign TERA posters.
- Make your mark on TERA! One lucky attendee will have the opportunity to name an NPC, and the crowd will then vote on the name of a second NPC.
- Dinner and drinks will be provided (you must be 18 or older to enter, 21 or older to drink. IDs will be checked!)
RSVP by posting your USERNAME and AGE below (In the official thread, here). Only post in this thread if you are RSVP'ing. Any other posts will be removed!
Hope to see you all there!
- Where: The Taphouse (1506 6th Ave, approximately 2 blocks from the convention center)
- When: 7:30 pm to 9:30 pm on Saturday, September 4th
- What: An event for our community members featuring En Masse’s world-class writing team
- Meet TERA’s writers: TERA’s Lead Writer David Noonan will give a brief presentation on TERA Westernization, and members of the writing team will be on-hand afterward to answer questions and sign TERA posters.
- Make your mark on TERA! One lucky attendee will have the opportunity to name an NPC, and the crowd will then vote on the name of a second NPC.
- Dinner and drinks will be provided (you must be 18 or older to enter, 21 or older to drink. IDs will be checked!)
RSVP by posting your USERNAME and AGE below (In the official thread, here). Only post in this thread if you are RSVP'ing. Any other posts will be removed!
Hope to see you all there!
I'm going to be there, I hope some TERA Fans are going D:!
Interview with Patrick Wyatt on TERAHispano.com!
Posted by Amira
on 08-27-10 17:43
on 08-27-10 17:43
Hey there, TERA Fans! Today, TERA Hispano has posted a great interview with Patrick Wyatt of En Masse Entertainment that's certainly worth checking out. Among other things, it's got good information on Digital River's contract with En Masse.
Great job as always, TERA Hispano! Enjoy!

TERAHispano: Welcome back to TERAHispano, Pat! Nice to talk with you again! How is everything at the moment in the En Masse camp?
Patrick Wyatt: Thank you Nestor, I’m glad to have the chance to chat with you again. We continue to make a great deal of progress toward publishing TERA, working closely with the developers in Seoul to change the game for Western markets based on feedback from players who participated in our two Focus Group Tests. Our publishing team in Seattle continues to grow as we build a team capable of supporting the influx of players at launch, especially given TERA’s scope. We have also been busy showing TERA at trade shows like Comic-Con in San Diego and Gamescom in Cologne, and we’re getting ready to show fans even more at the Penny Arcade Expo in Seattle in early September. It’s a team effort to get a game ready for launch, and something that cannot be rushed, as we refuse to sacrifice quality. We’re taking our time to get this right because we can only launch the game once.
TERAHispano: Let´s talk first about recent TERA news. The TERA development team announced a partnership with Frogster Interactive to publish TERA in Europe. Would you mind telling us why Frogster was chosen as the game’s operator? Why not control North America and Europe from En Masse?
Patrick Wyatt: When we initially formed En Masse Entertainment we considered the possibility of running TERA across all Western markets. But when you’re building a new company, it makes more sense to do a few things well than to overreach by trying to do everything at once. Consequently, it made sense for Bluehole Studio, the developer of TERA, to identify a partner in Europe who’d complement what we’re doing here in North America, particularly given the strong connection between the two markets. Operating massively multiplayer games requires the coordination of many different disciplines, including marketing, public relations, and community to operations, support, and platform services. There aren’t many companies who have the experience to handle all of those tasks. By picking a partner with extensive experience running online games and firsthand knowledge of the European markets, we’re in a better position to give players the great experience they deserve.
TERAHispano: Do Europeans have anything to be afraid about with this partnership with Frogster?
Patrick Wyatt: Bluehole searched extensively for a partner that would be able to provide a high quality of service to European players, and Frogster has the capability to handle all of the operational issues for a large-scale game like TERA. It’s challenging to run online games, but with each experience, smart publishers apply what they’ve learned to ensure they are meeting or exceeding people’s expectations.
Frogster and En Masse Entertainment are committed to ensuring that fans get what they want, and a great example of this is our agreement not to restrict players to their local regions—there won’t be any “region-locks” or “IP blocking” in North America or Europe. While I expect that most gamers will elect to play on game servers in their local area, some gamers will choose to play across regions in order to play with their friends in other countries. This speaks to the confidence that En Masse and Frogster have in providing a high level of support to our players.
TERAHispano: And more recently En Masse signed an E-Commerce agreement with Digital River. Would you mind telling us why?
Patrick Wyatt: People have become familiar with purchasing games and other products online; it’s so simple from a consumer standpoint that players often don’t think about how it works. Behind the scenes, online ecommerce is quite complicated: you may have heard of the double-billing problems that plagued Warhammer players earlier this year; many players were charged over $500 for a month of service, and one unfortunate soul was billed $1390! By partnering with a company that’s been handling ecommerce for 16 years, we’re getting a rock-solid billing solution, and one that offers features that players have come to expect. Players want to easily find what they’re looking for in the storefront, they want more payment options than just credit cards, they want the ability to review their transaction history, and they want a system that’s always available when they need it. From our standpoint, we want a solution that enables us to provide great customer support and minimizes the risk of payment fraud. And finally, it would be a tragedy if we were to launch a highly anticipated game like TERA and have the billing system fall down, something that has happened at too many other companies. That’s why we’ve selected a billing provider that is capable of handling the massive load that will be generated during TERA’s launch and thereafter.
TERAHispano: "Digital River has the global e-commerce experience, and powerful online and in-game features that we demand for our flagship product." Could you reveal anything about those "in-game features"?
Patrick Wyatt: When you pick a billing provider, it’s not like dating; it’s a marriage, and I don’t mean a Las Vegas wedding with the potential for a quickie divorce. The complexity of switching billing providers is cost-prohibitive, so we’ve chosen a company that’s flexible enough to cover all of our future needs, even if we don’t know what they are yet. For that we need mechanisms to allow players to interact with our billing and account system from within the game. Beyond that, we’d like to be in a position to publish future games with the appropriate business model for those games; if gamers expect micro-transaction games, then we’ll be in a position to deliver what they want. In the dynamic world of MMOs, it’s about being prepared to meet the evolving demands of players, and Digital River will help to ensure that we are ready.
TERAHispano: In the Digital River press release there was a statement that had many confused: "...Digital River will manage in-game commerce..." What does this really mean?
Patrick Wyatt: When the announcement was made it did cause a bit of agitation after an article on Massively.com speculated that TERA would require both subscription payments and micro-transaction purchases. Brian Knox, TERA’s senior producer at En Masse, responded to the issue in detail (www.massively.com/2010/08/13/en-masses-r...culation-tera-is-not), but let me address this question head-on: TERA is not a micro-transaction game; it’s not designed for a micro-transaction economy, and we don’t intend to change that.
TERAHispano: Lag is an important thing for users. What plans do you have to reduce ping/lag issues?
Patrick Wyatt: I’m happy to say that TERA’s bold new action combat system plays very nicely even when the servers are located thousands of miles away. I first experienced TERA while playing on a computer in Los Angeles connected to a game server 6000 miles away in Korea, and I was impressed at the responsiveness of the game. You don’t have to take my word for it; ask anyone from Europe who participated in the Focus Group Tests about their experience with game-lag. When we built the first Western servers for TERA, we selected a QA datacenter just a few miles from our offices in Seattle, which meant that European players who joined our Focus Group Tests were playing on servers over 5000 miles away. Based on the forum posts, polls, and informal surveys from those events, we didn’t see lag problems.
That being said, there’s more we can do to ensure that lag won’t be a problem. Selecting the right location to host game servers, and choosing which bandwidth-providers to send the “bits” is critical to ensuring a great MMO play experience! While it’s possible to buy cheap bandwidth, players can tell the difference when they see excessive total-ping-time or ping-time-variability. We’re going with tier 1 bandwidth providers even though they cost more than tier 2 (or … shiver … tier 3) providers because it makes a difference.
TERAHispano: Last time you told us you won’t use GameGuard. Are there other security mechanisms to prevent chat-spam for TERA?
Patrick Wyatt: Having seen firsthand the types of tech-support problems that intrusive, client-based, anti-hacking technologies like GameGuard cause, there’s no way we’re going to cause that kind of grief for TERA players. The top hackers in the world know how to bypass anything that’s done by the game client, so we don’t believe that this is the right approach.
We anticipate that TERA will receive a mature game-rating, but that doesn’t mean that harassment and chat abuse are tolerable behaviors—games receive their ratings based on content, not because there are too many ass-hats in the game. Virtually every MMO has a problem with chat spam and chat griefing, but just because the problem exists elsewhere doesn’t mean that we can leave it at that. To handle chat abuse problems we have to use a solution that integrates technology-based chat-filtering systems with human-moderated chat management. We need a system that filters the most obvious chat problems, alerts our staff to questionable cases, allows players to report problems easily, and most importantly, provides us the ability to deal with these violations immediately. When harassment, chat spam, phishing, and other chat abuse issues mingle with regular game/tech/billing support issues, it takes too long for the abuse problems to get solved, and that ruins what can otherwise be a great gaming experience. In almost all cases, chat-abuse issues can be dealt with quickly once a GM has a chance to look at the problem, so we’re going to have a team that’s dedicated exclusively to chat-abuse. Our goal is to solve these issues in just a few minutes so that the problems don’t escalate and ruin the game environment.
TERAHispano: Some users consider that griefing could be avoided with in-game GMs. Are you considering something like that for TERA?
Patrick Wyatt: In-game GMs aren’t as efficient at solving problems as GMs that have full-screen, dedicated support tools to detect and correct problems. We will have customer service agents available 24/7 for all support issues: game, tech, billing, and chat. Players will be able to get in touch with our support team using whatever method they’d like—by phone, Web-based chat, Web-based support email, and in-game reports—so we believe players' problems will be dealt with expeditiously.
TERAHispano: After the release of Aion users waited (me included) 6 - 8 hours to log into the game. Will we be affected with something like this in the TERA launching?
Patrick Wyatt: Waiting in a queue for hours is no fun, so we’ve come up with some ideas that we think will help. Queues form because gamers play more hours during their first month of a game than at any other time. Games are designed so that the world doesn’t feel too crowded (or too empty) when gamers are playing a typical number of hours per month. So while a game that’s been on the market for several months might have 20–30 percent of its users playing at peak-time, at the game’s launch that number might be closer to 50–60 percent, and that’s when queuing occurs—the server is full. Simply adding more game worlds doesn’t solve the problem, because when play-patterns return to typical levels several months after launch, worlds can suddenly feel empty. This is the problem that all open-world games face, but we have some solutions!
TERA is fundamentally an open-world game, though it does have some instanced dungeons because players enjoy them. In the crowded open areas, we’ll split players into separate “channels” of the world during launch so that the game world won’t be too crowded—we’ve got to give the monsters a reasonable chance of surviving, right? But don't worry—you’ll be able to freely switch between the channels so you can stick together with your friends! After launch, we’ll remove channels in areas that aren’t overcrowded so that everyone can play together again.
We’ll also give players no-fee character transfers between game worlds for the first several months until the crowding situation stabilizes. If the game world where you and your friends would like to play is overcrowded, you can switch to a less busy one for the evening’s gaming session. When things settle down post-launch, you and your friends may then transfer your characters back to your preferred game world—again, for no fee—so you can play with your guildmates and larger circle of friends.
TERAHispano: Some users think "private servers" are a real support for original games. For example DOTA (Defense of the Ancients) is a WOW mod and it gave rise to League of Legends and Heroes of Newerth. Would you mind telling us your own opinion concerning this particular given example?
Patrick Wyatt: I personally love game mods; I played Counter-Strike for years, regularly more than 40 hours a week! But I think there’s a clear difference between game mods, which are extensions to a game legally created using tools built by the game’s development team, and private servers, frequently run by criminals to make money, which is a form of software piracy. Software piracy has been extensively debated elsewhere, so I won’t attempt to make a case here; instead I’ll just say that if you enjoy playing a game, you should do the right thing.
TERAHispano: Some South American users tell us that maybe TERA game in their cities will not be able to buy some months after its release date.
Patrick Wyatt: I’m happy to say that players in South America will be able to purchase the game on TERA’s North American and European websites and join TERA players in those territories on launch day.
Gamers will be able to purchase the game digitally and with physical media, both through traditional & online retailers.
TERAHispano: This is all for the moment Pat, thanks a lot for your time! Any last lines for TERAHispano Spanish community?
Patrick Wyatt: As always, it’s a pleasure to chat with you. Thanks for creating a great site for TERA gamers, and I look forward to seeing you and all your readers in the game!
Great job as always, TERA Hispano! Enjoy!

TERAHispano: Welcome back to TERAHispano, Pat! Nice to talk with you again! How is everything at the moment in the En Masse camp?
Patrick Wyatt: Thank you Nestor, I’m glad to have the chance to chat with you again. We continue to make a great deal of progress toward publishing TERA, working closely with the developers in Seoul to change the game for Western markets based on feedback from players who participated in our two Focus Group Tests. Our publishing team in Seattle continues to grow as we build a team capable of supporting the influx of players at launch, especially given TERA’s scope. We have also been busy showing TERA at trade shows like Comic-Con in San Diego and Gamescom in Cologne, and we’re getting ready to show fans even more at the Penny Arcade Expo in Seattle in early September. It’s a team effort to get a game ready for launch, and something that cannot be rushed, as we refuse to sacrifice quality. We’re taking our time to get this right because we can only launch the game once.
TERAHispano: Let´s talk first about recent TERA news. The TERA development team announced a partnership with Frogster Interactive to publish TERA in Europe. Would you mind telling us why Frogster was chosen as the game’s operator? Why not control North America and Europe from En Masse?
Patrick Wyatt: When we initially formed En Masse Entertainment we considered the possibility of running TERA across all Western markets. But when you’re building a new company, it makes more sense to do a few things well than to overreach by trying to do everything at once. Consequently, it made sense for Bluehole Studio, the developer of TERA, to identify a partner in Europe who’d complement what we’re doing here in North America, particularly given the strong connection between the two markets. Operating massively multiplayer games requires the coordination of many different disciplines, including marketing, public relations, and community to operations, support, and platform services. There aren’t many companies who have the experience to handle all of those tasks. By picking a partner with extensive experience running online games and firsthand knowledge of the European markets, we’re in a better position to give players the great experience they deserve.
TERAHispano: Do Europeans have anything to be afraid about with this partnership with Frogster?
Patrick Wyatt: Bluehole searched extensively for a partner that would be able to provide a high quality of service to European players, and Frogster has the capability to handle all of the operational issues for a large-scale game like TERA. It’s challenging to run online games, but with each experience, smart publishers apply what they’ve learned to ensure they are meeting or exceeding people’s expectations.
Frogster and En Masse Entertainment are committed to ensuring that fans get what they want, and a great example of this is our agreement not to restrict players to their local regions—there won’t be any “region-locks” or “IP blocking” in North America or Europe. While I expect that most gamers will elect to play on game servers in their local area, some gamers will choose to play across regions in order to play with their friends in other countries. This speaks to the confidence that En Masse and Frogster have in providing a high level of support to our players.
TERAHispano: And more recently En Masse signed an E-Commerce agreement with Digital River. Would you mind telling us why?
Patrick Wyatt: People have become familiar with purchasing games and other products online; it’s so simple from a consumer standpoint that players often don’t think about how it works. Behind the scenes, online ecommerce is quite complicated: you may have heard of the double-billing problems that plagued Warhammer players earlier this year; many players were charged over $500 for a month of service, and one unfortunate soul was billed $1390! By partnering with a company that’s been handling ecommerce for 16 years, we’re getting a rock-solid billing solution, and one that offers features that players have come to expect. Players want to easily find what they’re looking for in the storefront, they want more payment options than just credit cards, they want the ability to review their transaction history, and they want a system that’s always available when they need it. From our standpoint, we want a solution that enables us to provide great customer support and minimizes the risk of payment fraud. And finally, it would be a tragedy if we were to launch a highly anticipated game like TERA and have the billing system fall down, something that has happened at too many other companies. That’s why we’ve selected a billing provider that is capable of handling the massive load that will be generated during TERA’s launch and thereafter.
TERAHispano: "Digital River has the global e-commerce experience, and powerful online and in-game features that we demand for our flagship product." Could you reveal anything about those "in-game features"?
Patrick Wyatt: When you pick a billing provider, it’s not like dating; it’s a marriage, and I don’t mean a Las Vegas wedding with the potential for a quickie divorce. The complexity of switching billing providers is cost-prohibitive, so we’ve chosen a company that’s flexible enough to cover all of our future needs, even if we don’t know what they are yet. For that we need mechanisms to allow players to interact with our billing and account system from within the game. Beyond that, we’d like to be in a position to publish future games with the appropriate business model for those games; if gamers expect micro-transaction games, then we’ll be in a position to deliver what they want. In the dynamic world of MMOs, it’s about being prepared to meet the evolving demands of players, and Digital River will help to ensure that we are ready.
TERAHispano: In the Digital River press release there was a statement that had many confused: "...Digital River will manage in-game commerce..." What does this really mean?
Patrick Wyatt: When the announcement was made it did cause a bit of agitation after an article on Massively.com speculated that TERA would require both subscription payments and micro-transaction purchases. Brian Knox, TERA’s senior producer at En Masse, responded to the issue in detail (www.massively.com/2010/08/13/en-masses-r...culation-tera-is-not), but let me address this question head-on: TERA is not a micro-transaction game; it’s not designed for a micro-transaction economy, and we don’t intend to change that.
TERAHispano: Lag is an important thing for users. What plans do you have to reduce ping/lag issues?
Patrick Wyatt: I’m happy to say that TERA’s bold new action combat system plays very nicely even when the servers are located thousands of miles away. I first experienced TERA while playing on a computer in Los Angeles connected to a game server 6000 miles away in Korea, and I was impressed at the responsiveness of the game. You don’t have to take my word for it; ask anyone from Europe who participated in the Focus Group Tests about their experience with game-lag. When we built the first Western servers for TERA, we selected a QA datacenter just a few miles from our offices in Seattle, which meant that European players who joined our Focus Group Tests were playing on servers over 5000 miles away. Based on the forum posts, polls, and informal surveys from those events, we didn’t see lag problems.
That being said, there’s more we can do to ensure that lag won’t be a problem. Selecting the right location to host game servers, and choosing which bandwidth-providers to send the “bits” is critical to ensuring a great MMO play experience! While it’s possible to buy cheap bandwidth, players can tell the difference when they see excessive total-ping-time or ping-time-variability. We’re going with tier 1 bandwidth providers even though they cost more than tier 2 (or … shiver … tier 3) providers because it makes a difference.
TERAHispano: Last time you told us you won’t use GameGuard. Are there other security mechanisms to prevent chat-spam for TERA?
Patrick Wyatt: Having seen firsthand the types of tech-support problems that intrusive, client-based, anti-hacking technologies like GameGuard cause, there’s no way we’re going to cause that kind of grief for TERA players. The top hackers in the world know how to bypass anything that’s done by the game client, so we don’t believe that this is the right approach.
We anticipate that TERA will receive a mature game-rating, but that doesn’t mean that harassment and chat abuse are tolerable behaviors—games receive their ratings based on content, not because there are too many ass-hats in the game. Virtually every MMO has a problem with chat spam and chat griefing, but just because the problem exists elsewhere doesn’t mean that we can leave it at that. To handle chat abuse problems we have to use a solution that integrates technology-based chat-filtering systems with human-moderated chat management. We need a system that filters the most obvious chat problems, alerts our staff to questionable cases, allows players to report problems easily, and most importantly, provides us the ability to deal with these violations immediately. When harassment, chat spam, phishing, and other chat abuse issues mingle with regular game/tech/billing support issues, it takes too long for the abuse problems to get solved, and that ruins what can otherwise be a great gaming experience. In almost all cases, chat-abuse issues can be dealt with quickly once a GM has a chance to look at the problem, so we’re going to have a team that’s dedicated exclusively to chat-abuse. Our goal is to solve these issues in just a few minutes so that the problems don’t escalate and ruin the game environment.
TERAHispano: Some users consider that griefing could be avoided with in-game GMs. Are you considering something like that for TERA?
Patrick Wyatt: In-game GMs aren’t as efficient at solving problems as GMs that have full-screen, dedicated support tools to detect and correct problems. We will have customer service agents available 24/7 for all support issues: game, tech, billing, and chat. Players will be able to get in touch with our support team using whatever method they’d like—by phone, Web-based chat, Web-based support email, and in-game reports—so we believe players' problems will be dealt with expeditiously.
TERAHispano: After the release of Aion users waited (me included) 6 - 8 hours to log into the game. Will we be affected with something like this in the TERA launching?
Patrick Wyatt: Waiting in a queue for hours is no fun, so we’ve come up with some ideas that we think will help. Queues form because gamers play more hours during their first month of a game than at any other time. Games are designed so that the world doesn’t feel too crowded (or too empty) when gamers are playing a typical number of hours per month. So while a game that’s been on the market for several months might have 20–30 percent of its users playing at peak-time, at the game’s launch that number might be closer to 50–60 percent, and that’s when queuing occurs—the server is full. Simply adding more game worlds doesn’t solve the problem, because when play-patterns return to typical levels several months after launch, worlds can suddenly feel empty. This is the problem that all open-world games face, but we have some solutions!
TERA is fundamentally an open-world game, though it does have some instanced dungeons because players enjoy them. In the crowded open areas, we’ll split players into separate “channels” of the world during launch so that the game world won’t be too crowded—we’ve got to give the monsters a reasonable chance of surviving, right? But don't worry—you’ll be able to freely switch between the channels so you can stick together with your friends! After launch, we’ll remove channels in areas that aren’t overcrowded so that everyone can play together again.
We’ll also give players no-fee character transfers between game worlds for the first several months until the crowding situation stabilizes. If the game world where you and your friends would like to play is overcrowded, you can switch to a less busy one for the evening’s gaming session. When things settle down post-launch, you and your friends may then transfer your characters back to your preferred game world—again, for no fee—so you can play with your guildmates and larger circle of friends.
TERAHispano: Some users think "private servers" are a real support for original games. For example DOTA (Defense of the Ancients) is a WOW mod and it gave rise to League of Legends and Heroes of Newerth. Would you mind telling us your own opinion concerning this particular given example?
Patrick Wyatt: I personally love game mods; I played Counter-Strike for years, regularly more than 40 hours a week! But I think there’s a clear difference between game mods, which are extensions to a game legally created using tools built by the game’s development team, and private servers, frequently run by criminals to make money, which is a form of software piracy. Software piracy has been extensively debated elsewhere, so I won’t attempt to make a case here; instead I’ll just say that if you enjoy playing a game, you should do the right thing.
TERAHispano: Some South American users tell us that maybe TERA game in their cities will not be able to buy some months after its release date.
Patrick Wyatt: I’m happy to say that players in South America will be able to purchase the game on TERA’s North American and European websites and join TERA players in those territories on launch day.
Gamers will be able to purchase the game digitally and with physical media, both through traditional & online retailers.
TERAHispano: This is all for the moment Pat, thanks a lot for your time! Any last lines for TERAHispano Spanish community?
Patrick Wyatt: As always, it’s a pleasure to chat with you. Thanks for creating a great site for TERA gamers, and I look forward to seeing you and all your readers in the game!
TERA Fans wants your questions for PAX!
Posted by Amira
on 08-26-10 16:25
on 08-26-10 16:25
Hey TERA Fans! :D It's that time again! Rounding off the convention season, PAX West will be held in Seattle, Washington between September 3rd and 5th and TERA Fans has an interview with the En Masse team. As always, I want to ask the questions you guys want to hear, so between now and Tuesday, August 31st, post your questions for the team in this thread!
I'll be looking for popular questions, questions that maybe haven't been asked before, and questions that are likely to be answered :] Get asking! Thanks for the help as always, TERA Fans!
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