Broad Strokes
There are a number of major problems with TERA that we aim to solve:
Most of the overworld is lifeless and functionally pointless at endgame, with players mostly congregating in a few major cities or near dungeons and fishing spots.
As with many MMOs before it, the leveling experience is largely a waste of time, a miserably boring experience, and teaches you almost nothing for the endgame.
Dungeons during leveling are largely a joke in terms of difficulty, and similarly, there's often a huge difficulty gap between normal and hard mode dungeons, where normal modes are too easy.
Every major patch brings in a new set of gear or overhauls the gear system, such that players feel little attachment to their gear, or burn out from the gearing treadmill.
Seasonal dungeon rotations mean that players can be stuck with dungeons they dislike for many months at a time, leading to some going on hiatus.
There is not much for players to do in the game once they have finished their daily dungeon runs; this results in players spending a lot of time AFK in major cities or fishing.
As with most free-to-play MMOs, monetization efforts hurt character progression systems badly.
Lack of any kind of official scripting API has led to an explosion in third-party tools based on network interception, not all of which has been positive.
There's a litany of smaller tangential problems, but these are the most significant ones that deserve the most effort.
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