Posts Tagged ‘head start’

TERA Live Today! LoreHound Has You Covered.

1 May 2012 | No Comments » | iTZKooPA

Party vs Gula - BAM

We Lore Hounds have been following TERA closely. It’s not a pet project or personal interest, it’s the community and a handful of writers that have been following the conversion of the hardcore action-oriented MMORPG from its Korean launch to the western audience.

For years, we have been sniffing out various tidbits of information, challenging producers, digesting marketing fluff and pooping the details out to you. Yeap, TERA has gone through our entire digestive tract. And it’s come out exactly as you’d expect; a shiny nugget for gamers to play with.

There’s a chance that metaphor ran its course a few thoughts ago. Moving on.

Like Mike, I’m incredibly excited for TERA, but for a different reason. It’s main draw for me has been it action-oriented PvE, which reminds me of the hardcore vanilla WoW days; my fondest MMOG memories.

Below you’ll find a summary of TERA information to review as your download and install commences. Here’s to hoping for flawless server performance, limited bottlenecking and seamless installs.

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Why I’m Excited For TERA

26 April 2012 | 2 Comments » | Mike

Having played through some of the closed beta phases and last week’s open beta/unofficial head-start, I’m still very much excited for the game. While a bit of reality has set in that TERA won’t be the game that breaks the WoW mold, it is doing some very interesting things that I can’t wait to try out.

I won’t argue that TERA isn’t grindy and its variety of quests are shockly repetitive, but its action-combat system is extremely fun and highly addictive, at least to me, so Saturday’s head-start can’t come sooner. As a ranged DPS class, I always found myself standing in position for PvP fights, mainly because in most MMORPGs you can’t move and attack at the some time. However in TERA, my default attack is so fast, as well as many of my ability skills, that I’m able to constantly move and keep distance against melee classes for the first time, giving me an actual chance of winning a one vs one fight verse melee.

Aside from combat, I’m also excited to see how the Political system plays out as that was not available during any of the betas and won’t be at launch either. The system opens up to players at level 50 and I’m assuming En Masse will wait until a good number of players hit or surpass that level before implementing it.

The political system is built for guilds, so solo-players will find themselves at a huge disadvantage if they choose to remain solo. The way it will work is that Guild Leaders will be nominated for positions, with the winners given lands to control by the way of taxes, controlling specialty shops, teleporters, class trainers and more. With open PvP and Guild vs Guild wars, it’ll be very interesting to see how the Political system fits in.

It’s too bad that guilds currently cannot control lands themselves, perhaps not towns, but maybe smaller outposts or forts to give guilds something to fight over and to call home. Hopefully we’ll see something like that in a future update.

The BAM’s (big ass monsters) and raids are ok, I’ll dabble in those a bit, but really I’m hoping for lots of PvP fueled by intense political campaigns. See you guys on the battlefield.

TERA Open Beta Launches in a Few Hours

19 April 2012 | No Comments » | Mike

Today kicks off the start of TERA’s open beta testing phase, with players who pre-purchased the game getting first crack at it.  The open beta event begins in a little over three hours from the time of this post or at 3:00 pm EST.

For those who have not pre-purchased they game, they can participate in the open beta starting tomorrow at the same time and the event will last until Monday the 23rd to 3:00pm EST.

What makes this open beta event different from all the rest is that there will be no character whips afterward, so in essence this is the unofficial head-start for everyone. Players are however limited to level 38 for the beta until the game launches on April 28th in the head-start event, then on May 1st for everyone else.

See you on the battle field.

TERA Early Start gets a Whole Lot Earlier

10 April 2012 | No Comments » | Mike


Huge news for TERA fans, as today En Masse revealed the open-beta and launch schedule for its upcoming MMORPG. The biggest surprise being that players who participate in the open beta events can keep their characters into launch, meaning the real “early launch” begins next Thursday!

There are two open beta events planned, one strictly for pre-orders and one for everyone else. Characters will be limited to level 32 and no servers have been listed thus far, but I’m sure there will be both PvP and PvE servers available.

Pre-Order Exclusive Event

  • Begins: Thursday, April 19 at 12:00 PM Pacific
  • Ends: Friday, April 20 at 11:59 PM Pacific

Open Event

  • Begins: Friday, April 20 at 12:00 PM Pacific
  • Ends: Monday, April 23 at 11:59 PM Pacific

Starting this Friday, until Tuesday the 17th, players who have pre-ordered the game can log-in and start creating their characters and reserving their names.

The “official” head start begins on April 28th and will limit players to level 38. With so much time available before launch, I’m sure we’ll already be seeing quite a few level 38 players on launch day.

 

Rift: Head Start Images To Hold Us Over

1 March 2011 | No Comments » | iTZKooPA

Trion Worlds certainly knows how to play an iTZKooPA. The strong showing of Rift in beta and a discounted Founder’s Price are enticing, but the stupid companion pet once again sealed the deal, causing me to purchase the Digital Collector’s Edition. Bundled in there faux package was an extra four days of playtime – assuming I could stand in a queue for hours on end. In fact, I did, and here’s what I encountered during my early travels.

The User Interface (above) is the first feature everyone notices about a game. EverQuest gave birth to WoW’s UI and that design has pretty much become standard – action bars at the bottom and to the right, map to the upper right, character and enemy portraits on the left with combat damage and healing cascading over your head at center screen. What blew me away by Rift’s implementation is the incredible amount of customization the default UI allows. Placement, size, scale, docking, it’s all there out of the box. I was a bit overwhelmed by the scope, to be honest.

Hit the jump for the rest of the gallery. Don’t forget to click to enlarge. Continue Reading