Before I start, please be informed that all these information is gathered from various Chinese, Taiwanese and of course, Korean media. It has been nearly month since TERA Korea went into its Pay to Play (P2P) phase, and with much hype for the game, how is it doing currently other than the recent mobile app launch? Scouting through various foreign websites, I am here to compile a summarized report for readers who are interested in the game.
1. First of all, TERA Korea has just added in a new Player vs Player (PvP) content in the form of cross-server PvP. If you have a team of 5 or 10, you can challenge other teams from other servers. For the 5:5 battle, here are 2 winning options players can choose – The team who kills the most within the time limit wins, or the team who hit the target kills set prior to the battle’s start. For the 10:10 battle, it is in a territorial control mode, where the first team to capture 3 bases or the first team who totally eliminate the opposition wins. As seen in the Open Beta trailer, the each team’s leader has special abilities given, including summoning fireballs to rain down on opponents.
2. TERA Korea recently slipped in almost all gaming charts in the country from first to second, dethroned by Aion 2.5. Reports are pointing out that the main reason is due to the massive number of bots found in the game. I personally went through some bot videos myself, the bot programs are still in its early days as characters will get stuck by barriers like a fence. So far, while NHN (the publisher) has taken steps to ban the accounts, it seems they just keep going back.
3. A recent major “bug”, low levels players were able to party with high level players, with the latter doing repeatable quests to power-level them lowbies. After a patch on Feb 17th, the “bug” was fixed when players with a level difference of 15 and above will not be able to share experience points (for the lower level character). There are currently still 2 quests, one at level 20 and the other a high level quest, which the developers missed out implementing this system, and players are currently still “abusing” this lapse. Over at the Korean community, some are saying this shouldn’t be a bug at all and part of the game’s feature, while others are lamenting at the developer’s inefficiency in solving such “bugs”. What is your pick?