Tree of Savior Forum

A suggestion of the Real improvement the game is screaming for

Dear friends, guildmates i was thinking here and TOS doesn’t have a dungeon after level 330 forcing you to play the Dg 300 until the lv 360 so after playing a few other games i got inspired by its system and i questioned myself if anyone have made a post here suggesting making a Mentor DG at lv 330 where you would go for the previous dungeons to help the new players however your Xp and silver drop would be boosted perhaps even your box could be different, that way the game could be more enjoyable for new players and it would also help the old players since its harder to queue for the early dungeons and the DG 300 don’t provide you much a part from the 200k per run. I just came back to this game that I adore and i was considering creating a new character however the struggle of finding parties to level put me off really hard making me stay on my old characters with messed up builds ( i just got one reset by mail so i had to make choices but ill fix everyone eventually XD), so that it if the staff could read this and pass the idea i would be delighted.

Sorry for bothering and let stay together so ToS can still run for many years to come <3

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dgn 300 becomes inefficient once you hit 315~330, better grind in sausys room 9, or participate in CMs everyday.

I know thats why i think that such system would be great, it would help new players and still give a dungeon for the late game players to do.

Questions:

  • the hp/exp given of the mobs are proportional to the level of the DGN, how is this different from carrying?
  • how will this be more effective at level 320 + characters if one run of CM (Sausys 9) can generate a little less to a little more silver than 3 runs of DGN 300?

Also, ideas are meant to be thought carefully.

*As a mentor this XP would be buffed and your status should be decreased as long as you are in the DG to have “fair run” so the money you spend your passives and the skills you got are fine however your damage should be decreased by a % depending of the dungeon you are doing, as such as you would be " the best damage possible" if you were in the level range of that dungeon not allowing to go above that, status also would have a % reduction so you wouldn’t have your 100% crit or things as such to one hit everything, as a mentor you have the experience of playing the game before as the most important thing not the damage.

**Dungeon runs tends to be fairly fast nowadays with people splitting to kill everything so the money would have to be higher than the 200k that people are making in the dg 300 however should not be that high since the amount of time you spend inside the dungeon is fairly short compared with other things.

I can suggest a game which already have such system implemented and you can try for yourself, its a brilliant idea that helps the entire community.

point taken, but dgn’s here at tos are not complicated (does not have complex gimmicks, it is find, then kill till 100 % then kill boss). I don’t see the point of having a ‘mentor’ here to teach you their ‘experience’.

regarding your ‘balance’ above, as a high level mentor, and also tos have this % decrease on silver depending on your level on dgns (maybe you forgot to incorporate this), with that restrictions, this falls to a very inefficient way to farm silver. not yet taking into account that with your balance + not a 5 man queue, this could be a waste of time compared to CM.

Yes, this ‘could help’ but with my points above, if you’re just concerned as a help to new players while benefitting ‘mentors’, why not just carry them? (no benefit but a lot more time saved).

And also, is the game design the same? i think not.

Its not the point of caring is more like helping people to find full parties in the queue to lv, im just suggesting something that can benefit everyone, its easy to say the game is easy to lv and gear up if u have full MIKi and can do the late maps solo super fast but as a new player or someone that is trying to get to that stage farming silver and XP is not as easy.For an old school player tos is super easy indeed undeniable but the game has 360 which is super scary at first instance for new players and then if they are brave enough to start there is like no one on the queues to the dungeons, how in the world are they gonna do this?
IF u have a better solution im all ears.

Old school Player? You don’t look like one. That is why they nerfed dgns, to encourage players to grind. If you’re a new player farming Exp, it is more effective if you grind at the right maps, and silver is only needed once you stepped at level 300 + where the 300 dungeon is pretty much on-demand, where you can more effectively farm silver, get the cubes for talts and cards, up until you can gear a bit and go for CM/Raid.

The solution is always right by your side, and remember, this is a ‘grind til you drop’ game.

I don’t see your suggestion happening nor do I personally find it needed here.

All IMC had to do was make the blue fortress (previous 240 and 260) dgn 300 and then make the castle dungeon 330 or w/e.

But as previously mentioned, they purposely didn’t want ppl going all the way to 360 off dgns. This encourages ppl to have to grind out other content after 330 since that’s when the dgn starts to lose its efficacy.

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The idea is not to have a dungeon to do up to 360 is more like a way to brink late game players and new players together to help new players, i understand that people can grind and blablabla but the dungeon is there for a reason and since there are not enough people on the queues new players cant do it, “someone can carry them” probably yes but u have to find the good soul to do so since they dont get anything out of it so a system which provide something good to help people in need.

I’d propose a similar but different system altogether:

due to the way players are awarded for dungeon runs there is no reason not to let them enter the dungeon past the limit but not get any rewards in order to help friends or new-ish players.

But that could also produce trolls who would boss-rush and end dungeon prematurely for less/no rewards for others.

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I kinda like the idea of a mentor system myself, while playing FF XIV I thought “This could help TOS a lot” as it’ll give benefits for literally everybody including the devs since there is little to do and no new dungeons to design. This could count as an alternative dungeon level like 330 so it’ll get a better XP reward pool than level 300 but you’ll be queued to a previous dungeon in which low level players are desperately awaiting. It’ll break the routine of doing the same dungeon over and over for us.

As Nyatenshi says, just reduce a % of the dmg and give a proportional rewards for level 330+ characters at the end that’s all.

Honestly I don’t understand why you all want to stick to the same farm/repeating system of challenge mode like. It’s so much nicer to get alternatives.

No one carry anyone, carrying is really ruining the game experience for those who start the game… I would hate starting a game, doing my dungeon, and see an OP character destroying everything.

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considering the dead dungeons after lvl 180, this can help new lvlers have a better pace or run dungeons faster. Summer holiday is on the horizon and there will be many newcommers, what would they think once they see low dungeon attendance and so? this may help the game have a better chance to give players to do runs faster. Queing for hours to just run a dungeon surely decreases the fun of the game. As a person who enjoy the game, i’d just like to see such a system which will help us do dungeon runs without waiting 30+ minutes everytime.

2 Likes

Spot on.

Nobody wants to play a game where you just stand there while an OP player destroys everything. People want to play a game where they actually get to play and do things that are level-appropriate.

It’s funny you mention FFXIV, I had the same thought when playing FF too. In fact, playing through FF there are a lot of things that would vastly improve ToS for everyone.

But this one isn’t arguable, making dungeons have actual gameplay for newer players is an obvious and vast improvement.


On topic - The OP is right. It’s not okay for there to be a lack of different options for exp. Forcing people to do something that they do not enjoy is not sensible. All options should be available and all options should give roughly the same amount of exp. This way people can choose to perform the one that they prefer most.

Preferably the options that require multiple people should give slightly more exp so that people are more motivated to actually do them instead of an “optimal” solo alternative. Solo methods should never ever be the most optimal, that completely destroys all multiplayer options for people that prefer multiplayer methods.

And now having said my piece I will lurk back into the shadows for several months again.

4 Likes

Great idea.

The existence of CM don’t invalidate all other possible options for leveling. I would gladly help players in older dungeons even if CM was the most efficient option to lvl up.

Also, people seem to have forgotten how grind in lower levels is, maps with sparse and few mobs, low xp rate…

People should choice the option they like the most, even before the dg nerfs people always grinded simply because some people preferred grinding while others preferred dugeons and missions

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->Real improvement the game is screaming for
<-Buff elelock

Sorry, I should’ve clarified, I don’t agree with IMC’s method. What i am saying is that all they had to do was, instead of deleting the blue fortress dgn, make it 300 and then make the castle dgn 330 and we wouldn’t have this issue that we have with end game dgns.

That would be a simpler solution requiring less programming than adding in a new feature such as what you suggested. Remember that IMC tends to break things when they patch bugs or bring in new content on top of information being lost in translation here and there.

The reason there’s no dung 330 was explained in inflation post sometime ago. They decided to gut 300 income on high levels and also not release 330 dung until rank 10.

It’s not that I disagree with people here but I don’t see them adding the dungeon before it comes. Tho if they did end up releasing 330dung before rank 10 it should not give much silver per run.

better way to counter/control inflation would be to stimulate market by increasing market slots for non-token users (from 1 to 3, token users have 10) and reducing tax (from 30% to 20%, 10% for token users). And restrict unidentified items from being sold via market, because all they do is clog it, imo.

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I agree with these methods and they would be great for even current situation. Even with these I wouldn’t agree with dungeon silver readily accessible in the way it was before, imo it’s a bad design.

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