Tree of Savior Forum

15 Ideas to Make This Game GREAT + My Thoughts

I got to notice that every game that allows the user to create and customize alot by themself, like building things, creating items, creating scenarios, creating dungeons to be visited by other players or whatever are highly long lasting and popular.

Compared to these, we have to play with a handfull of characters who only can change the limited hair color by doing quests (Cash-shop element later) and the item crafting system which seems to be at least a bit promising.

Its 2015. The web2.0 is running fine for a long time now - so why not leave some creativity to the users by giving them an interface to create things the developers never came up with? Or is this way of thinking a NO-NO for korean developers? Fearing some idiot may abuse that? Just want to go the save route, suited for the korean market?

ā€¦meh.

ā€œMaking things more interestingā€ isnt as hard to achieve for a publisher as you might think at first. Lets just add a human controlled Antagonist-player, stroving through the worlds doing some mischief to annoy some players. Even if it sounds silly, wouldnt a well chosen player by imc willing to do that even for free? Playing bowser to whipe some afk players, running around texting some mysterious stuff, without announcement, causing the community to gossip about - spawning minions randomly with nice drops etc.

Its just a random thought and needs some trust but it would make boring grinding really interesting.

There is one thing to consider: they develop their games for the Korean audience, other audience are just a bonus. And judging by the huge stream of those korean generic games with this ā€œdo an errandā€ quest structure, people there probably like this, so they will not change that.

I just accepted the fact that iā€™m not part of the target audience for this game. And since the game is going to Open Beta, they will not mess with the core of the game. And for me it doesnā€™t matter how much content they add later when the core is so generic like this.

Itā€™s sad to see a game with so many creative and interesting concepts, ended as another generic and bland Korean MMORPG.

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Thanks for all of your inputs, I will forward them to our Dev team :smile:

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i agree with everything in the OP especially with the item and monster density/ overall lack of monsters that drop items or item diversity that is.
at 200 weĀ“ve max petamion , cicel bracelet (which is bugged and not working properly) , gladiator band rapid bangle - thats what most people wear who are fortunate enough to have found or bought a gladiator band for example.
everyone has the same 1hs and memedaggers , same 2h swords or trying to get aston2hsword/Nulis.
everyone wears Roxona , everyone has 5star critgems wether rate or critdmg in em (few exceptions)
everyone tries to pull mobs together and nuke them.
there arenĀ“t nearly enough different items for different builds - here is dex on it crit hprec or whatever.
another issue is only a selective ammount of mobs , drop desirable items (rapid bangle recipe of which all the mobs are scattered and you need to run around glade hillroad all day) , field bosses having a very low chance at what you want / need (not saying you should be one and done but the fact they are almost MANDATORY makes me not want to farm them and turn it into a chore) make the fieldbosses OPTIONAL - give em great loot , lots of different loot not just 3-4items and a mat for rare recipe ā€¦

why is there only 1-2 weapons per lvl120-170 for each class tiered from worst to best ? i think IMC can do a lot more there.
if you want to keep people interested post CBT in OBT you absolutely must add LOTS OF MORE ITEMS - i dont speak for anyone but myself - i play games like these for the LEWTZ right now my insatiable lust for items is rather sated because there isnĀ“t much to get.
let us buy for example ā€œtreasure chests for a mil or 500k dailyā€ that can have blue to purple loot and orange recipes but always getting your money worth so grinding silver can be sunk into casinochests.
let us go into lvling-maps where nonstop mobwaves approach us until we die once and reset (sort of gauntletmode like in vindictus or devilmaycry)
make gems drop more from different mobs not just "go grind demonprison for green and yellow gems , or roxona agency for red and magetower for blues)
increase the droprate of materials from 5% to 10% ive had 12-15 lumai 2h sword recipes but only 20moya fragments. ( not complaining )

formatting isnĀ“t and was never my strength.
the grind would be okay with way more features , items and places to grind being added.
right now its a railroadgrinder with a set path and set itemization akin to communist society.

I agree and added from my other post:
Continuing the discussion from This game is generic That's a really bad thing IMC!:

What are the issues:

  1. Open World vs Story Quest
  • Sorry to compare to Ragnarok, as it was one of the early Open World game, being one of the best game in the era. Now, they change to Diable 3 like Story Quest game, where people finished the contents in 6 months and left.
  • Solution, have more maps with different level. Donā€™t make quest mandatory.
  1. Job stats fixed bonus
  • Again, sorry to compare to Ragnarok, as it was one of the early game that allows you to customize your builds. Having 2 offensive stats to choose from and 2 defensive stats to choose from for most classes. Eg. Wizard with DEX and CON over INT and AGI. Now the class are fixed.
  • Solution, have stats bonus base on each Rank Class and add them up. Eg. Thaumaturge gives CON 1.05 and INT 1.05 bonuses, then add Wizard which gives INT 1.05 and SPR 1.05 bonuses. Totaling for all Ranks, it gives INT 1.3, CON 1.15 and SPR 1.15 bonuses
  1. Discouraging to help new players
  • Not many game with different level of dungeons will give exp penalty, and many has ā€œmentorā€ system to help new or lower level players. You can hardly find a level 90 dungeon party, perhaps you can wait for 3 hours with no healer, because there is an exp penalty.
  • Solution, should introduce MOBA PvP battles to help leveling, gives minor exp to allow more fun elements in the game. And remove exp penalty. Having exp from PvP is the best to catch bots.
  1. Lack of PvP
  • There will be PvP for sure, but it is probably not enough. And if the design of 2.5D success game in League of Legends tells you, you should have MOBA. Level difference is an issue, maybe every 10 levels, it will increase all their stats by 10% (use stats to compensate for lack of skills as well).
  • Solution, should introduce MOBA PvP battles after level 90 (or Rank 4), and map each players to higher levels to encourage new players to meet experienced players.
  1. Item customization
  • Look at Path of Exile, an item can have 15 bonuses. Back at Ragnarok, items can integrate skills. Maybe this is under design, as we are low level, but having little stats may simply not enough.

Maybe I will write more when I have time, but my point is, the whole game is designed on the opposite trend of success. None of: class variety, management feature (eg. house/farm system), variety to level (not all like to do PvP or PvE, but the game is forcing people to like all features. I have enough with my real job already), Open World, massive itemization, and etc. There is just no successful element in this game based on the current trend.

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