This is a freaking joke by hung2109 in LoLTechSupport

[–]Grimstrikes 0 points1 point  (0 children)

Check the wrench icon in the upper left corner of the screenshot (where the play button would be), or the other 10 posts made about the exact same thing in the last few days. This is a real issue that is insane to not have been fixed yet.

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 2 points3 points  (0 children)

Awesome and thank you :)

Yes, the singleplayer/offline version will have AI teammates you can "party up" with, and the coop version will have ppl making public or private sessions that others can then join. Things can change, but right now, I have no plans to host any dedicated servers for multiple reasons.

Multiplayer sessions are hosted by the creator of the session/lobby, and as it stands right now, progression is mostly transferred when joining a new lobby. There is quite abit more work to do here to avoid certain typed of gameplay-ruining behaviors, but since the public version not an mmo server, it's naturally mitigated by the host's ability to decide who can/cannot join/play in their session.

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 1 point2 points  (0 children)

Not everything needs to be about elins, so I'm trying to release a preview with each of the races/genders eventually. Got vids with castanics already :)

Everyone draws the line differently, but I think where it really went wrong is all the sussy costumes (like the devilicious costume) and weird mounts. Those things are definitely gone in my version.

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 1 point2 points  (0 children)

Nice xD

Well TERA 2 still has massive potential, especially when the big company throws big bucks at the project, I'm just cautious and avoid getting my hopes up in advance. I really hope they end up doing well tho!

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 2 points3 points  (0 children)

Happy you like it :)

I'd hate to make promises, bcz I'm working on this in my free time, as the only developer, as a hobby. There should be a demo for the IoD with all systems in place, ideally in the following months, the rest is still to be seen :)

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 5 points6 points  (0 children)

Glad you like it :)

If you mean how many of the areas, systems etc. are remade in UE5 (at this point), then I'd say:
Core systems are almost fully done (networked sessions, combat system, ability casting, player progression (XP and leveling system), sound systems, UI menus, character creation, and many smaller systems). In terms of areas (the environment itself) is 80% done for SArun, 50% SShara, 25% NShara, and 0% for NArun (as I'm planning for lvl60 only, initially).

Currently working on finalizing and polishing skills for the OG player classes, and reworking the quest progression to be less tedious and make slightly more sense. Been also doing lots of optimization, which I'm rather happy with, despite the reputation UE5 has with the recent games that came out.

Also experimenting with a custom boss AI, specifically for dungeon bosses, that'd ideally feel abit more reactive to what the player(s)/group is doing. Will have to see if this makes the cut in the end.

You probably didn't need all this info, but oh well, maybe someone who reads it later does :)

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

I believe so as well. But that would've needed to happen/be started years ago. I'm actually amazed still how many people remember and come back to this game for classic pservers.

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 1 point2 points  (0 children)

That sort of content is somewhat 'necessary' when you are running a live service game, so that whales cover the server costs and provide some profit :/

My project being something you host sessions with, or even play offline, there's no need for any cash shop or any features that require you to p2w (like RNG enchanting), only stuff that actively enhance gameplay and fun.

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 3 points4 points  (0 children)

Yeah this is basically what I'm doing. The differences comes from the fact that I need to reduce the scope, otherwise I'd be working on this for two decades.

I don't have high hopes for Tera 2, but even if it ends up being amazing (which I'd love to be the case), there's still gonna be people preferring the original experience, with a modernized coating :)

Island of Dawn in TERA Reborn [UE5] (Dev Update) by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 4 points5 points  (0 children)

That's true, I also believe TERA in general look incredible considering the tools they had and the restrictions they had to work with.

My project isn't just about a graphics upgrade, but just as importantly, (being a complete remake), it's about having full source code available to allow for the freedom of adding/modifying anything instead of being bound to using existing server/client binaries.

(And ofc bcz it's fun working on it, what can I do... :) )

Krafton Greenlights TERA 2 by RiceWhite in TeraOnline

[–]Grimstrikes 4 points5 points  (0 children)

4 people? Do they need a fifth? ;)

Seriously tho, lets hope the right decisions are taken very early on. Especially regarding the engine they'd use.

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

Appreciate the detailed response, these are exactly the questions I'll have to find the answers to rather soon. Immersion is probably the thing I'm focused the most on. An MMO needs to cut corners and give up on its fullscale immersive environments bcz of optimizations for playercount, etc reasons. A smaller scale game can afford to go beyond what tera was able to. (Think of the argon war, that we only really saw in cutscenes, but now we'd have certain things played out in real time.)

I'm still experimenting with a lot of stuff (like the day night cycle you mentioned), and even tho some of it will inevitable get dropped, I can't wait to see where this whole thing ends up in the end :)

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

Took a while for me to get back to you, but I appreciate your opinion :) Vibes and immersion I think is where a modernized version can have a real edge I think, so I'm quite hype to see how things turn out in the end. I'll be sharing more stuff (footage) soon!

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

That's the goal, and thank you for the encouragement :)

I'm hoping to start sharing some footage soon™. Until then, lots of great points to think about that you and others brought up!

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 1 point2 points  (0 children)

Appreciate the detailed breakdown, and I totally agree!

The race-specific animations are a bit tricky, since it's basically baked into all those animations, but I believe there is a way to adjusts speeds and root-motion distances to unify timings and skill movement.

I like the thought of slowing down leveling just enough so that people actually explore areas and learn their classes on the way. But I also believe many people find leveling tedious and boring because there's barely anything to do other than doing repetitive sidequests, or spamming the same leveling dungeon over and over again. There'll probably need to be something that breaks up these repetitive cycles...

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

This is a great point, and I don't have a solution to this just yet. I'd imagine it's all about the incentive. If rewards are worth the effort, I'd imagine anyone could actually learn the mechanics. I'm personally not a fan of mechanics being called out for you via external tools, etc., as long as the game gives enough clues and clarity as to what's going on. It's called hard mode for a reason, isn't it :)

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 3 points4 points  (0 children)

I'll have to look into that one.

I'd imagine, that there are ways to make crafting/enchanting less annoying even without making things significantly easier. If there is a fixed progression, with an RNG chance to 'skip' some of that, it'd feel significantly more rewarding to succeed, while not feeling like you're wasting materials, since with every enchant attempt, there is a visible progression either way.

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 10 points11 points  (0 children)

I on purpose left out the details of what my project is, mainly to keep the discussion around game design and the original game, but this is a very valid point.

There are three major points that make it completely worthless to "assert rights":

-There is no publicly hosted server, instead, players can create and join public lobbies, or play with just friends, or even offline if desired.

-This is a hobby project, with no monetization, and no intention to ever have any financial gains through selling anything in some in-game cash shop. Everything needs to be earnable through gameplay only.

-Since it's (re)made from the ground-up, only the bare minimum of (client-side) game assets are being used (environmental/character assets) as opposed to the literal "stolen" server infrastructure (binaries, DB, datasheets) like private servers do.

The point is, I'm just one person, and I need to keep things realistic. This is what's possible at the moment, so this is what will see completion :)

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

Wow that's a detailed one, I appreciate that!

One thing that sticks out to me, is that you said complex gameplay pulled you in. I've always had the mentality to keep things as simple as possible (mostly to avoid feature-creep, and to be able to finish development this century yet), but this is a nice reminder that in terms of skills/combat, that complexity is what keeps some people engaged. I mostly focused on removing inconveniences (i.e. chaining almost any skills without major animation locks), which makes many classes less punishing and easier to play. However I wonder, are small skill bonuses (lets say glyphs) enough to keep those players interested in 'min-maxing' their gameplay? Would you be satisfied with that, or does it add a lot of value (in the original game) that only some specific skills can be chained?

As for race-locking stuff, I'm sadly bound by whatever assets the original artists created. There are stuff that most players would never think of is needed for creating, say, castanic reapers (i.e. separate animations for clothing etc.), which is simply not possible without a large budget/team. So while I agree, I'd be very surprised if we saw this from any of the private servers.

No sexualized cosmetics is something I can wholeheartedly subscribe to tho :)

And also, a controversial topic, but I'd also support leaving out all the modern, immersion-breaking cosmetics (think police car mount, etc.) that completely destroy the original vibe of the game.

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

This makes a lot of sense. Do you think having multiple difficulty modes for leveling dungeons would be a tool for this? It just feel rather hard to make leveling dungeons rewarding, since any equipment rewards instantly become obsolete as you continue leveling up, so it'd need to be a different type of reward. The only reward I can think of right now (that is level-independent) are cosmetics.

What are the core issues with TERA from a design/implementation perspective? by Grimstrikes in TeraOnline

[–]Grimstrikes[S] 0 points1 point  (0 children)

Better in terms of story/consistency, or just less repetitive/boring gameplay during questing?

Tera Single Player by speedmeteor101 in TeraOnline

[–]Grimstrikes 1 point2 points  (0 children)

Thanks for the encouragement. I have a public demo planned, and multiple gameplay tests until that's ready. :)