Welcome To Tera Online Source


Your Premier Source for everything about the upcoming mmorpg Tera Online.


From the start, Bluehole hoped to realize a combat system that would set a new global standard. After careful consideration, it was decided that TERA's fight sequences should closely resemble real fight scenes. Hence, TERA will introduce omni-directional attacks, where distance and direction must be coordinated for weapons and spells to work; moreover, healers must continuously take new battle positions to cast spells. Also, depending on body weight ratio between a mob and player, an enemy hit will register a fall-back reflect. These are some of the innovative features in TERA.

Also, unlike games that claim to be a MMORPG by emphasizing action-style gameplay, TERA does not utilize zoning (section loading). All users will seamlessly move throughout the world, sharing a singular combat experience. Moreover, the foundation for the innovative combat system originates from the robust client/server technology. This breakthrough technology is one of the many revolutionary features developed by Bluehole to enhance the end-user experience.

Sunday, September 6, 2009

About Tera Online

Tera is being designed and marketed for a global audience, not just a domestic Korean one.
Bluehole Studio has said they will be focusing on both the MMO aspect of the game and the RPG aspect of the game. This means that Bluehole is planning to focus on both the Community, Political and Economic aspects as well as the Character Immersion, Quests, and Battle aspects.
Also, they will use the creative and innovative "Non-target Battle System" to destroy the stereotype that a fight in a MMORPG is only Click on target, press F1, Press F2 then click on the next target...

About Community
Bluehole Studio has stated from the beginning that their goal was the set records for the highest concurrent user load per server. Though is may seem insurmountable, Bluehole has said that they believe it is an achievable goal, rather than just a desired goal. Hopefully, we will be looking as servers that can support 10000+ users on at once.
As for the very controversial issue of botting, Bluehole has not elaborated much on how they will be combating the issue. However, Bluehole said that they have a passion for making this game the best is can be for its players. Considering half of the development team quit their jobs at NCSoft to pursue this project, it may be that they actually mean it. Lastly, with a non-target battle system botting should be a lot harder, if not impossible.

About Political and Economic Systems
Bluehole Studio has stated that they want to keep these systems very open and very user determined. They said they "have no plans to create a faction system" similar to the one in WoW or in the upcoming Aion. They want guilds to be politically and diplomatically structured.

About Character Immersion, Quests, Interface and the Non-target Battle System
Bluehole Studio is, of course, publicizing the revolutionary concept of their "Non-target Battle System". However aside from the action-paced combat, they did not mention much in the way of quests. Do not despair though, they said that they are still working on the interface and other UI-related issues. So, for those that were saddened by that huge health bar, it may be condensed a bit in future updates.
As for character movement, the user will use the WASD keys to move. The mouse will be for rotating view points and for attacking (as in the left mouse button will be for swinging your weapon.) The number keys will be used for skills and other actions.

About Player versus Player Content
Bluehole Studio has not said much in the way of PvP Content. However they did mention that there will be large massive scale battles in a "free PvP" environment. So we think that they won't be Battlegrounds like in WoW, but free PvP like in L2.

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