Tree of Savior Forum

A "reward" to "incentivate" rushing into instances

A good reward for those who rush the instance killing the boss without the help of 2 or more
party members, could be a debuff which impossibilitates the player of joining another instance run
with more than 1 player for 12 online hours. Alongside 50% drop rate reduction from the dungeons.

Being that the buff should only happen if the player is not alone in the instance (doing the instance
solo should be fine).

What do you think of this?

2 Likes

or a rule that does not allow the boss/es appear without defeating all mobs first (only if automatch)

1 Like

That seems like a really messy way to try to fix the problem… how would the game determine whether the other players “helped” or not?

IMO the best fix would be to just let people stick around after the boss is killed instead of booting everyone after a minute, and maybe change cube drop mechanics so they get autolooted to your inventory (I’ve run into bugs before where drops become invisible and that’s lead to a few lost cubes in the past, sucks when it’s something like a dungeon cube). That way even if the dungeon gets rushed by one overeager dude everyone can still clear the full dungeon and get their drops.

Every player have an aggro bar on the boss, aswell as normal enemies.
If they deal at least 1 damage to the boss, will count for aggro.

Since I remember, the game tells you way too late how much time will take to be booted out of the mission,
at least from level 100+ instances, includding Siauli, the announcement of 60 seconds until leaving the instance only appeared when my char were teleporting back to the instance entrance.

The problem is not only by the fact of the player losing cubes, but also because every run you do, you gain a high amount of exp for killing all monsters in the dungeon, because the instance monsters have an absurd amount of exp reward, compared to normal field and dungeon monsters (not even hunting ground monsters gives good exp, compared to dungeons). If a player runs with the dungeon, the other players will lose a dungeon run, but also a entire dungeon run worth exp.

Beside the box being sent directly to the player is indeed a good idea, maybe instead of dropping it around the boss, make it spawn near the player, if not possible to give it directly to the same.

simple idea:

set a max lvl at que.

everyone who wants to rush the boss, should make a party and just enter normally, (no max lvl set there)
no que allowed for higher lvls than XXX.

easy fix for 90% of all Partykillers