Tree of Savior Forum

2 QUICK ways IMC can fix the linear story/make open world possible

Been thinking of easy ways IMC could make do with that they have to enable a more open-world style gameplay. After all, removing the story ain’t going to help :wink:

1. Make it so Revelators don't have to get every single revelation.

Which they kind of already do :slight_smile: . Did you know if you level fast enough you can skip through entire chunks of storyline quests? I leveled to 100 so quickly I could’ve done the Mage Tower quest before the Mausoleum.

What if Revelators could work together and share Revelations? That would be cool - people could share revelations others haven’t gotten yet and work together to figure out what the revelations means.

2. Make it so people can create new characters who are NOT Revelators

Perhaps “Refugees” who decided to stand and fight? Basically, these characters will be UNABLE to do the main quest, but perhaps have a bonus EXP rate from grinding.

I’d say for them the only main quest is the tutorial quest at West Siauliai and then once they reach Klaipeda it’s open world.

Knight Titas: “Halt. This area is very dangerous…help me get my soldiers in order…if you want we can send you to Klaipeda right away.”

(do tutorial or do Klaipeda)

Sir Uska: “You’re not a Revelator but want to help us fight and recover? Hmm…We could use some help on ______, ______, and ______”

(You go out doing quests to rebuild the farms/mines/areas cleared by the Revelators in Klaipeda region,etc…)

I really want this game to be great as quick as possible, here are some suggestions that can help solve MANY problems with the game AT ONCE.

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A refugee route… Seems more interesting to me.

I’m a afraid they’re not planing “fixing” the linear system because games nowadays are exactly like this. Or FPS. Kids, newbie players, want a game that says: go here, there, ok now kill some chickens. Congratulations! Here’s your Adamant Diamond Swords with Poison attack and some sparkles! They don’t want to spend 48 hours grinding for an item in order to complete something. They’ll get bored and find another game.
You had to learn the basics, search stuff, databases in RO or Tibia because there wasn’t a lot of MMOs in 2003/2004. Now you can find tons of it.
Companies don’t make money with HARDCORE GAMING BE LIKE, they need to fit the industry the way it is. They should work to satisfy both publics, newbies and hardcore players.

I really like this. MMOs have to have some replay value in them or else they wont really do as well. Simply sending us on fetch quests when we’re not taking down HP sponges is kinda boring, but even if they put a new spin on it for secondary characters it might feel fun in its own way.

This game’s graphic will basically just attract the former RO fans (I once showed this game to a non RO player, they just go wtf is with this low graphic game). I mean, there will still be new players, but most will be the RO fans.

The problem is that the linear gamestyle is sending some of the RO’s fan off.

I wonder what does the company tries to do, what is even the target audience of the game.

2 Likes

I’m surprised people dismiss the game’s art and graphics. It’s the game’s strong suit. Obviously this is not a triple A game.

I don’t believe the linear structure of the game is something that dooms the game for failure or anything. There are plenty of games out there that have a generally linear storyline and yet are played multiple times by people. Examples being Mass Effect, the Final Fantasy series, most FPSes, Gears of War, etc.

The key to saving the system is a system where choices start branching off and ‘mattering’. Mass Effect is a good (not great, lookin’ at you ME3) example. I have friends who’ve played that series 6+ times over.

ToS currently suffers because there are no real choices players can make in their playthroughs: everyone plays through every quest and there’s no reason to miss or reject any of them.

While I imagine IMC might not have the resources to make the world change to fit each player’s choices, I made the suggestions above as a way for them to fast-track a storyline similar to RO, where characters were only hand-held for the first 30 min and then it’s free-for-all.

From my work in the story via the translation group, I feel a Refugee/Mercenary kinda secondary ‘storyline’ could work with relatively little work. There might be a few rough edges cause I recall some NPCs call you a Revelator in their normal dialogue.

But people is shallow. Most tend to think that poor 3D>good 2D.

The problem with skipping the main quest right now is that you miss on the bonus stats that you get occasionally. This is a game people will have several alternate characters in, and doing the same quests all over again all the time will get VERY tiresome.