Tree of Savior Forum

A year ago I wrote why I tought RO was good

Basically, a year ago I wrote this http://www.scribd.com/doc/227579314/Test4

I really never finished it. I wanted to touch on more subjects but I sort of lost interest and some real life stuff came in the way. Obviously it’s very raw, proofreading was never my strong point so theres tons of errors and missed letters and such. Theres also some flat out errors. Anyways I switched to In-design later but never updated it. Anyways enough with the excuses and to the point.

Knowing what I know now. I know ToS isn’t going to be my dream RO reboot/comeback/whatever you wanna call it. While a lot of elements are still there, the cute graphics, the costumes, the emotions and well a lot of other stuff is there.

My main worry these days isn’t equipment or farming, nor is it the f2p nature of the game. I actually trust the devs since you can really see they care about the game to make the right decisions on that. To pick responsible publishers and to have influence on them because ToS is their brandname and you don’t want that dirties like Warnerbros just did with Batman. Huge outrage over the PC port.

What I worry about is the linear nature of the game. I wrote in this “review” of sorts about something I called “Player Mobility” and recently I have been playing Final Fantasy 14 and it’s expansion Heavensward. What I really liked the game from level 1 was the fact that the main cities were sort of hubs for players. In the starting cities especially Limsa Lominsa you could meet high level players see the gear and what you’d become one day. You could ask them where they got the gear and such. I also liked how some highlevel quests bring you back to your starting areas. So you see new players.

I really hope ToS has this. That player hubs will be located in lower level areas where all players can congregate. Talk to each other and such. I also hope that the game feature a lot biger maps that you are forced to explore at least once. With as few shortcuts as possible at the start. I really wanna feel new to the game at the start just like I did in RO and in FFXIV.

TL;DR It’s not RO but it looks damn promising and I’m hyped. Hopefully F2P isn’t going to be bad and we’re all going to enjoy it.

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I remember reading this, very nice article even if not finished.

However, ToS currently seem to be quite linear, from what we have seen in the CBT. (Do quests -> kill bosses -> go to next zone).
I really hope that the quests remake is going to change that.

I do too. I’m really afraid of community segregation by a constant linear push forward. I hope at least starter cities or something will eventually become a player hub. But we’ll have to wait and see. Can’t tell yet.

I hope they have a FATE like system from FFXIV on open maps were you basically do some mini event. Sure they get boring after a while but I still really like them. I really hate instanced dungeons… but thats just my opinion and I can see the merit in the system it’s just that I don’t like it as a primary way to move forward.

I keep fingers crossed with you, @Mewka !

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I’ve played RO a lot… and one of the things that i liked a lot is how towns are treated (at least in the early stages of the game)

Towns in RO are places where you can meet people and trade things, are places where you can meet people, chat, fight, cry and laugh. I feel that the concept of town has been degraded and nowadays on other MMORPGs towns are treated as “check-points”. Even in the current stages of RO you just have to compare the quantity of people in Payon town compared to Veins. In the old days even Morroc was a lot more visited. This is even worse on linear MMORPGs (i’m looking at you RO2 ¬¬), where the only reason to go to another town is to get quests.

A good example to follow is GW2. Where all towns are connected by portals, so it doesn’t matter where you start, you can explore wherever you want, and makes it easier to meet people (gw2 has other kind of problems though imho, but that is not the topic xD)

I just hope that TOS devs took things like this into account when designing the game… but i’m already hooked by the gameplay and the character customization, and I’ll accept whatever system they implement, cos in the end TOS is not RO xD.

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Yeah exactly that I hope they keep people together.

I’d really really love some “pupa/pecopeco/pecopeco egg cards” or something that are valuable or at least semi valuable later on in the game. So new players can get this unexpected boost of sorts. But I don’t think it will happen.

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Another way to do that is by making gear building “craft centric”, and making all materials useful for all levels of play.

I believe that ToS might do something like that, since from what I’ve seen from the videos, monsters drop recipes to build stuff instead of stuff (i might be wrong though, i can’t read Korean), but i’m not sure if they plan to make early game drops useful or not.

I think the problem with that system is rapid inflation. High level materials cost tons more, low level materials after a certain time hit literally rock bottom. Cards never did that. They never became 10k zeny for a good card. Meanwhile in most crafting MMOs you got this problem of gathering and crafting classes and everyone tries to level them at some point. So I don’t know Iron Ore become basically 99 items for 99 lowest currency pretty fast.

But I think you’re right they’re probably going to do that.

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Economy balance in games is hard, I remember that on GW2 the devs had to pay to a real economist to help them designing their system.

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Hi, I remember reading your article some time ago (I believe it was posted in reddit when someone was bashing RO2). It is an excellent article, and thank you for speaking out for the RO fans out there.

RO is a legend, and to be frank, I am not expecting ToS to top it (Hakkyu Kim’s Granado Espada ignored many cool features of RO). Hopefully ToS can live up to its title of being spiritual successor of RO.

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Because he was making a new experimental game that did not follow the norm. The only MCC mmorpg out there that can rival Granado Espada is War of Genesis 4.

IMC is also developing another experimental moba/mmorpg hybrid Wolfknights.

Also Gravity own the rights on what ever Ragnarok feature has, hence Hakkyu kim new company IMC games could not legally take anything from RO. Infact i believe you people know that Hakkyu kim had infighting during his time with Gravity.

Granado Espada was being compared to FFXI during its time 2006, due to the Final Fantasy-esque character design and having 3 character to control.

But it was GE unique system of RTS style gameplay that made it boring, since you can AFK and leave your character alone and they will do the grinding for you.


GE didnt have classes infact you collect charcters via complete each of the characters quests to unlock them. What they did have is stance system where characters can shift their abilities by just changing stances.

Yes Karjalainen is a character from GE

Forgive me forgive me for being defensive :confused:

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so we take our summaries from other forum/reddit and copy it here? :black_joker:

I remember that article, I also sent it to IMC games just in case back in the day :wink:
I Hope they got to see it for some extra inspirations for ToS

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One of the things I think any game with longevity should have is a way for rewarding exploration: Nothing feels better to me than to poke around in the far corners of the map, far away from safe zones and towns, and find a cave with high density materials to mine, or a chest that has a high value parameter for drops.

One of the things that made me love Ragnarok Online was that experience paid off - if you knew where to go, you could harvest huge amounts of herbs, reagents or spores in a short time and manufacture them into something hugely profitable for a beginner, for example.

Another example would be knowing where to sell what - which spots have a high number of thieves needing new daggers passing by, or where to sell a trash loot item for premium money as a quest item.

I also loved that the quests didn’t hold your hand and that you could actually fail the thief job quest multiple times. This lead to a feeling of accomplishment when you did manage it and spent your first skill points.

Things like becoming a super novice are also almost unheard of in modern MMOGs - just imagine the first person that found out how to become one, the prestige and the gleeful feeling of knowing something special it must have created.

The only example of above I can currently recall would be the original way to become a Jedi in one of the Star Wars games - you had to fulfill hidden requirements to unlock the force, and your hand wasn’t held originally.

I’d really love for this game to offer some things like that - maybe a few quest characters that only offer a quest if you hold a certain rare boss weapon, or characters that offer profession based quests when you accomplish a certain number of crafts. (The quest NPC would look troubled but would wave any inquiries off, only a character that created 100 daggers of any kind would be asked to created a personal weapon from a quest recipe, granting job exp and maybe a small bonus to the crit rate of dagger weapons he creates in the future, or some such)

Edith: On cards - the reason cards kept being expensive no matter how many people played was because the really good ones were good for ANYONE. There was almost no situation in early game in which an armor with a pupa card was not preferable to one without, for example.

So people kept wanting them, but didn’t really want to spend hours or days hunting for them. Really nice design, as it made people park in town and shout out trades, which attracted other traders, and thus kept small towns alive.

Seconding the people who liked that. :smiley:

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man your post made me cry a little bit, i remember playing this game when i was a kid and what u said is exactly what i felt when playing RO, thanx for sharing this. Hope the developers see that and cry a little bit too like i did

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