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What is with Asian games and +1 on gear?

PainlezzPainlezz Member UncommonPosts: 646

Title should say it all, what is with Asian games and doing +X on gear?  It seems like every Asian cash shop F2P or otherwise uses the +X on gear for enhancements.  I really, really, dislike it.  Makes this game feel like a Cash Shop / F2P title for some reason.

 

Also, has anyone spent any time to research this system?  I did last night and I lost a lot of interest in this game (I can't say I had a lot to begin with).  In the end, you'll be spending 100's of 1000's... Millions of gold on scrolls to randomly buff your gear.

While i'm not 100% sure on the exact numbers I can give anyone an idea:

Say you're max level and you find a weapon you like.  You must now "identify" that weapon to unlock bonuses on it.  But they're random....   You also have to get it master worked or something like that. 

From what i've read, it can take 50-100+ scrolls/attempts to get what you're after.  I believe these scrolls cost 100's if not 100's of 1000's of gold each. 

Eventually lets say you get your one item with the stats you're after, you now have to enchant it to +12, which I believe also has a chance to fail.

 

Please, correct me if i'm wrong, but this feels like Cash Shop style gameplay standard in Asian MMO's these days.  Getting +X on gear using scrolls with a chance of failure.  I would not be suprised if this game goes F2P, Cash Shop, and offers improved chance scrolls for real money =(

Comments

  • kariannekarianne Member Posts: 30

    They reworked the system for open beta  so it isn't as random as it used to be. The weapons appear to be dropping pre-identified (at level 35). If you don't like all of the attributes you can now lock the ones that you like and use scrolls to re-roll the ones that you don't like. I think the 50-100 scrolls needed in the past was you were re-rolling all attributes every time and hoping to get every one you wanted at the same time.

     

    Similarly, you no longer lose a level if you fail an enchant. There is still a chance of a fail but the enchant level stays the same and you just lose the reagent and the sacrifice item.

     

    Since they have reduced the consequence for failure and reduced the need for scrolls, they raised all the prices so it ends up costing the same. At the end of open beta I got my bow up to +6 in just a few minutes, using sacrifical weapons that I collected as drops. It cost around 20 gold for the reagents. I don't plan to do any more enchants until I get close to the cap because the cost involved is not justified for an item that will be replaced within a few days.

  • rexzshadowrexzshadow Member Posts: 1,428
    What do you have something against numbers or what?
  • DamonVileDamonVile Member UncommonPosts: 4,818

    Originally posted by rexzshadow

    What do you have something against numbers or what?

    Look at his post history. He's a tera troll.

  • EvilestTwinEvilestTwin Member Posts: 286
    Blew up 2 whites, 6 greens, 2 blues, trying to go for +5 and still failed.   I can't imagine what it'd be like to get stuff to +12.    Still WAYY too much RNG. 
  • LexinLexin Member UncommonPosts: 701
    A +1 is better quality of the item. I'm use to it though due to playing FFXI for so long. Find this way of quality better then white, green, blue and purple.

    image

  • BarCrowBarCrow Member UncommonPosts: 2,195

     

    It should be a extensive series of trial and error to create a good piece of magical equipment. Sounds more like a creative process then just to farm dungeons over and over  for rare materials and press a button. Or just farm the same dungeons with the best gear over and over and over for that chest piece or sword you desire.. Though there will be this going on at least afterwards you may be able to make that special gear even better without waiting for an expansion or new dungeon/raid to be added for the next gear grind.

  • udonudon Member UncommonPosts: 1,803

     

    OP, it sounds like you already now the answer to your question.  It's done because it's a major draw to the cash shop for those items that increases the chance of success.  Terra doesn't have a cash shop, it has a sub instead but the core of the system remains just with gold instead of cash.  Would it have better to just rework the system completely into a tradational crafting system?  Maybe, I don't know but it is better than a cash shop success item at least.

    Without the chance of loosing progress on failure the system should be much easier to get to higher levels.  I still believe +12 should be rare with +6 or so being what most people shoot for but that's me.

  • Panther2103Panther2103 Member EpicPosts: 5,779
    Once a Tera troll, always a Tera troll. The + system works in this game, they even removed all the things people were complaining about, like gear breaking or you losing the entire enchant when you fail. Now if you get something to +5 it's always +5 unless you decide to try to waste some money getting it passed that. There is a percentage based chance it will fail but no risk no reward.
  • tabindextabindex Member UncommonPosts: 70
    D&D has been doing +X gear since the 1970's.
  • BarCrowBarCrow Member UncommonPosts: 2,195

    Originally posted by udon

     

    OP, it sounds like you already now the answer to your question.  It's done because it's a major draw to the cash shop for those items that increases the chance of success.  Terra doesn't have a cash shop, it has a sub instead but the core of the system remains just with gold instead of cash.  Would it have better to just rework the system completely into a tradational crafting system?  Maybe, I don't know but it is better than a cash shop success item at least.

    Without the chance of loosing progress on failure the system should be much easier to get to higher levels.  I still believe +12 should be rare with +6 or so being what most people shoot for but that's me.

    Unfortunately you know that people will have twelve-envy and complain that they never get above a +6 enchant no matter how many times they try. **sniff** **sniff**. So the system will be nerfed again to allow easier enchanting.

  • Deron_BarakDeron_Barak Member Posts: 1,136
    I see "+x" as an added level of progression since gear tiers and moddable secondary stats are still there, it's not replacing anything. Yes it's expensive and there is a large amount of RNG attached. If there wasn't everyone would get it easily and the value lost.

    Just not worth my time anymore.

  • KyleranKyleran Member LegendaryPosts: 44,069

    Originally posted by BarCrow

    Originally posted by udon

     

    OP, it sounds like you already now the answer to your question.  It's done because it's a major draw to the cash shop for those items that increases the chance of success.  Terra doesn't have a cash shop, it has a sub instead but the core of the system remains just with gold instead of cash.  Would it have better to just rework the system completely into a tradational crafting system?  Maybe, I don't know but it is better than a cash shop success item at least.

    Without the chance of loosing progress on failure the system should be much easier to get to higher levels.  I still believe +12 should be rare with +6 or so being what most people shoot for but that's me.

    Unfortunately you know that people will have twelve-envy and complain that they never get above a +6 enchant no matter how many times they try. **sniff** **sniff**. So the system will be nerfed again to allow easier enchanting.

    You know, I'm one of those people who never seem to have the "luck" to enchant to high levels, and it seems rather odd to me that some folks manage to somehow get to +12 consistently.  In fact, I've always suspected some sort of cheating perhaps going on, but maybe they accomplish it through blunt force (just using a nearly limitless supply of gold to accomplish it, but then, where did they get so much gold from)

    So many questions....

     

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  • EvilestTwinEvilestTwin Member Posts: 286

    Originally posted by Kyleran

    Originally posted by BarCrow

    Originally posted by udon

     

    OP, it sounds like you already now the answer to your question.  It's done because it's a major draw to the cash shop for those items that increases the chance of success.  Terra doesn't have a cash shop, it has a sub instead but the core of the system remains just with gold instead of cash.  Would it have better to just rework the system completely into a tradational crafting system?  Maybe, I don't know but it is better than a cash shop success item at least.

    Without the chance of loosing progress on failure the system should be much easier to get to higher levels.  I still believe +12 should be rare with +6 or so being what most people shoot for but that's me.

    Unfortunately you know that people will have twelve-envy and complain that they never get above a +6 enchant no matter how many times they try. **sniff** **sniff**. So the system will be nerfed again to allow easier enchanting.

    You know, I'm one of those people who never seem to have the "luck" to enchant to high levels, and it seems rather odd to me that some folks manage to somehow get to +12 consistently.  In fact, I've always suspected some sort of cheating perhaps going on, but maybe they accomplish it through blunt force (just using a nearly limitless supply of gold to accomplish it, but then, where did they get so much gold from)

    So many questions....

     

    It was suspcious in Vindictus too, when only a month after Dragon updates came out in Korea there were +15 Dragon weapons floating around.   Probability suggests that it'd have been nearly impossible for that to happen in the time frame it did, but people were like, "no, they just got lucky", or "no, they just put a lot of hard work into it".   Months down the line it became revealed that there WAS an exploit that allowed people who knew how to do it to easily get items to +15.   It eventually got fixed once the method got leaked to everyone, but the damage had been done.

    Anyways, in a PvP centric game, gear should be a NON-factor.   

  • TeekayTeekay Member Posts: 94

    Oh no..no no no.

    I admit i'm not a Tera fan. But This '+' gear design is so bad. I've played alot of ftp perfect world type games and this is pretty staple to them. Press the button, it goes up a level, or fails, or drops.

    The problem with this is....

    The cash shop, it's all designed around the cash shop, you can buy stuff to increase your chance of success. It's the entire reason for the system.

    It stinks of paving a way for a cash shop. Just wow, I can't believe they put that system in a subscription game.

  • XasapisXasapis Member RarePosts: 6,337

    Originally posted by EvilestTwin

    ...

     

    It was suspcious in Vindictus too, when only a month after Dragon updates came out in Korea there were +15 Dragon weapons floating around.   Probability suggests that it'd have been nearly impossible for that to happen in the time frame it did, but people were like, "no, they just got lucky", or "no, they just put a lot of hard work into it".   Months down the line it became revealed that there WAS an exploit that allowed people who knew how to do it to easily get items to +15.   It eventually got fixed once the method got leaked to everyone, but the damage had been done.

    Anyways, in a PvP centric game, gear should be a NON-factor.   

    I disagree. It's an mmorpg, not an mmofps or moba, gear should always be a factor. How big depends on each mmorpg and how accessible gear are in general. Part of the fun is in preparation and part in execution.

     

    As for the +gear, it's an ancient design, derived from the days of pen and paper D&D. It has nothing to do with cash shops, unless a game is utilised to use them. With this design you can either opt to improve the current weapon or search for a better one. It is a choice players have to make.

    Besides, now that downgrading is removed, it's child's play to enchance gear.

  • CaldrinCaldrin Member UncommonPosts: 4,505
    To me that sounds like an awesome system where no one will have the same weapon as the stats are random... i dont play tera and dont have any plans to but i hope other companies start to use this system.
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