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Wild Terra Online Early Access Impressions

Recently, I had the chance to delve into the world of Wild Terra Online, a game that is described as a massively multiplayer life simulator; it is very basically a multiplayer RPG with a focus on crafting. Wild Terra Online is developed and published by Juvty Worlds, Juvty Worlds has a combined 20+ years’ experience and have previously developed a title known as Melting World Online. Wild Terra is at the time of this preview in early access and is described as being in alpha status.

Throughout Wild Terra Online there will be no story other than what players create for themselves. To which end there will be no NPCs. The entire point of Wild terra is everything that the players will have, will either be traded, created or taken by force.

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When beginning in Wild Terra Online players start life with no equipment and minimal crafting recipes, the first thing most players will create are basic hunting tools and a “bunch of branches” which act as a spawn point. From there the player will hunt the various animals for their skins and collect various resources to make armour and better equipment, eventually progressing to a point where they can build what’s known as a Dominion which acts as a large area of land that prevents the normal decay of buildings et cetera. Wild Terra currently has full PVP and players drop everything in their inventory on death, which, when surprised and killed by one of the hostile mobs can present a significant setback.

As players progress, they will notice that they do not have access to all of the available crafting recipes. To unlock additional ones, you must search the land for what’s known as “Godsends” which spawn randomly throughout the map. The godsends may or may not contain a book or a scroll containing a random recipe. Whilst this is a temporary measure according to developers, this particular method has the tendency to grind progress to a halt. There is an in-game shop which players can buy said books or scrolls using the in-game currency, which they will have been provided an amount dependant on the package they purchased. I will cover more on this particular subject a little later.

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The crafting recipes are extremely extensive. However, undiscovered recipe components are hidden until discovery and the ones that are available are not searchable through the current UI which makes the entire UI extremely clunky and outdated. On the subject of UI, there is also no ‘take all’ option which unnecessarily slows down the process of retrieving items from bodies. As far as bodies go, there is currently no in-game way of finding out where you died. There is also no in-game map or navigation system to assist you. It is also worth noting that a Dominion does not protect against theft, meaning a settlement can be raided at any time regardless if the owner/s are online or not. Whist walls are available to protect your settlement they can still be broken down at any given time. There is apparently PVE/safe areas in the works.

Wild Terra Online is completely mouse driven however the pathing system needs considerable work as you will often get stuck when hitting rocks, trees and the like. There exists arrow key movement that helps offset this, you, however, cannot use the run function when using the arrow keys. The keys are also not re-bind-able, in fact, there are no options whatsoever. Many of the current recipes tend to be a little bit ridiculous for example with non-found recipe equipment 10 iron ore produces 1 iron ingot, but it takes 5 iron ingots to create 1 nail.

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The graphics are in isometric format as mentioned before and whilst they are used to good effect to give the game a nice aesthetic they are slightly outdated. The music consists of about three different tracks one of which constantly loops the others are used as “battle music” and “crafting music” the sound assets whilst also suitable towards the aesthetic are rather minimal, this however, can be forgiven due to the alpha status.

Under most circumstances I am prepared to forgive Early Access titles even when they charge for access, mostly because Early Access is designed towards purchasing the idea of the game rather than the game itself. However, when games include any kind of in-game shop that uses either real-world money for purchases or more egregiously contains paid for content otherwise unavailable within the game that changes the gameplay, that game becomes a feature incomplete full release, unfortunately, Wild Terra is guilty of both. Current paid for content includes a full set of “noble” armour (breastplate/cuirass, leggings, greaves, gloves and cloak) a “noble” sword, a “noble” shield and a “noble” Dominion, all of these items are only available through the purchase of middle and high tier packages or with gold totalling 9,100 purchasing said gold will cost $35.55 for the 10,000 gold package.

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Most surprising of all is the fact that quite a lot of the games mechanics and systems are well hidden beyond the initial purchase. Some taking a substantial amount of research to discover. One good example is the armour and how the damage reduction works, for example, each piece of “rawhide” armour provides 5 damage reduction (totalling 25) each piece of fur armour provides 10 damage reduction (totalling 50). However, what is strange, is when moving to leather armour, as each piece only provides 12 damage reduction.

Also made unclear is what that damage reduction actually means as testing versus an in game boar showed that a boar caused 10 damage to an unarmored player, 8 damage at 25 damage reduction, 7 damage at 50 damage reduction and 5 damage at 95 damage reduction. Unfortunately, I was unable to test what difference the “noble” armour had to say the next tier (steel). However, the best armour craftable without finding or buying all 5 of the recipes is leather, meaning players starting with these recipes have a distinct advantage over other players regardless.

Based on these findings I find myself having to strongly not recommend this game.

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Colin is a PC/Xbox gamer to whom gameplay outweighs graphics by a country mile. Colin is rather fond of pixel art games such as Pixel Piracy, to games such as Prison Architect, Rimworld and Project Zomboid. Space games such as X3 and Starpoint Gemini. Games with any mention of a “Reaper” or responsive Devs get double XP.


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