What was the biggest challenge in bringing TERA consoles

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What was the biggest challenge in bringing TERA consoles

Postby Mmoak2018 » Fri Jun 01, 2018 2:45 am

From the first time we hooked a controller till a test build, we knew TERA could be a superb match for consoles. So in many ways, it had been the achievement of Cheap Tera Gold and it's action-focused MMORPG design that drove us to make the jump, though we won't deny we spent some time watching and enjoying different names during the development procedure.

What was the biggest challenge in bringing TERA consoles? Were there any significant differences between the development of the PlayStation 4 and the Xbox One versions of this match?

Once it supports gamepads on PC, it would be quite hard, if not impossible, to interact with the full width of systems and interfaces in the PC version using a gamepad. Re-designing all TERA's systems and interfaces with a gamepad in mind was a huge task and a significant design challenge for the group at Bluehole since it was their first time working on a game for consoles.

Was PC crossplay with either the Xbox One or PS4 (we're conscious those two having crossplay collectively is not possible now) something which the group considered? Were the exception based on not wanting to dramatically alter the landscape of long-established servers?

There was some talk when we first began, but it was immediately lost when we made a dedication to producing the best possible TERA console encounter. This led us to concentrate our development efforts on a particular version of the game, and create console-specific features such as a fully redesigned user interface using a radial menu and smart inventory to ease usability.

Can a Nintendo Switch version of TERA be possible in theory or are there too many constraints, technical or otherwise? The first hardcore MMORPG to reach the console could be quite popular. In theory, it might be possible, and there is a definite opportunity there, but we do not have plans for a Switch version at this time.

TERA has existed for some years now, and is among a handful of MMORPGs to possess true, sustained, long-lasting success. However, over time, the leveling and questing systems become obsolete in some games. Did you need to change anything in-game to get ready for the influx of brand-new level 1 players entering the game?

We'd already made a number of alterations to the leveling curve and also we introduce content to fresh tera gold xbox players, but at the run-up to our console release, the team took a hard look at what occurs when players experience the main TERA plot. To streamline the procedure (and ease congestion in ancient zones), we re-wrote and re-routed a couple of quests to get folks through the first levels and to high-threat, high-reward content as quickly as possible.
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What was the biggest challenge in bringing TERA consoles

Postby Tonyahom » Fri Oct 25, 2019 8:21 am

Over hundred pips.

But what matters is not how much pips u get the most, but how much money u have per 1 pip. For example my friend made 100 pips and he had 1 per pip so he made 100, and I got 30 pips only but I had 10 per pip and I made 300, so which one would you prefer better?
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