Tree of Savior Forum

Attribute learning time delay

I don’t know what’s the purpose in having to wait half an hour everytime I want to level up some specific attribute. We’re already paying (a lot of) silver to learn them, so what’s the point? I’ve never seen a game trying to prevent the players from playing them for half an hour, except from mobile games that try to charge you with energy items. It would make sense if, at least, we could pay a lot less silver for the attributes if we could choose to wait. Or, learn them immediately paying more for that.

I don’t really see a problem with it since learning those things would actually take time if game was real life.

Although, I wouldn’t mind paying 50% more for waiting 50% less.

I get what you’re saying, but I don’t think Tree of Savior should try to be that realistic. Preventing the player from playing the game just isn’t a smart mechanic. Imagine if you had to stop playing Super Mario for 30 minutes each time you broke a block, because Mario hurts his hand doing so. The game would’ve miserably flopped. I think this time delay would be acceptable if the attributes were a lot cheaper, they’re too expensive for players at earlier levels.

If Mario hurt his hand, it would stop you from playing the game. Attribute levelling does not affect your ability to play whatsoever.
You’re getting a bonus without expending points and the longest you have to wait is like 30 minutes, during which time you’re free to quest/grind with no penalties. Attributes also count down while you’re logged off.

The waiting time for an individual attribute, while really silly, isn’t all that bad. Not saying I like it, but okay, I can live with that.

What really gets me is the fact that you’re locked out from leveling anything else, which really puts me off from ever touching the ones with a wait time until I either have no credit to buy anything else anyway, or when I’m going to log off. If they could remove that restriction it’d be much better.

Or, alternatively, only lock attributes of the same class. Like, if you’re training a Highlander skill, only lock the other highlander skills, not swordsman.

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I agree with both of these statements.

Don’t you guys think the game would just be better without having to wait?

I believe this mechanic could be twisted around to make a bit more sense AND provide a sense of accomplishment:

  • Pay for learning the skill level;
  • Use the skill;
  • After N successful uses (e.g. Plate spec - damage soaked, healing - amount healed), learning is complete. You can now buy the next level.

That would be neat. What if you removed the payment from the process altogether and had individual skill XP? Use Ice Bolt xx times and its attribute would level up (obviously it would be scaled), it would make it more like your character is gaining experience with the skill instead of paying someone to make it stronger :open_mouth:

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That sounds even better, I agree!

Not really. I’m personally against instant gratification. I think I value it more if I actually work for it.

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I don’t mind the 30 minute waits. I can stop in town, sell crap, buy a few enhance and then one 30 minute attribute and head back out to the field. What I really hate are the 4 minute waits, because by the time I’ve started fighting again, I’m back to not training an attribute again and I’m torn between continuing fighting or going back to town to start training another attribute.

So how about this as an idea. You can pay the training to increase your max rank in town, but while you’re in town the rank does not increase. Now you go out to the field and while using type of armor, or using skill, you gain experience that eventually procs the rank up of that attribute, up to the maximum rank that you’ve purchased.

Now you maintain the silver sink while making the time you spend out of the field feel worthwhile instead of penalizing you for not constantly having an attribute in training.

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It’s likely built this way for future cash shop mechanics – ie buying time boosters to learn attributes faster.

If that is the case then I am fine with it staying the way it is; not game breaking for non-paying players and a nice bonus for those who do.

I am fully for being able to level a skill as you use it, but there’d have to be some sort of limit to it so people dont just stand near a mob spawn point while having a macro running to use the skill every so often in a low level area.

As for skills with multiple attributes, perhaps they’d be more “hidden” and require you to use the skill in a specific way for the attribute to unlock. It would fit the whole exploration thing the game has going too.

For example, Highlander’s Cartar Stroke has the additional knockback attribute, but what if it wasn’t mentioned until you knocked back enemies with it X amount of times? So using it for bossing wouldn’t unlock it, as they can’t be knocked back. Instead, that would build towards unlocking the “No knockback” attribute.

I dislike paying for skill-related things in any game. I much prefer systems where skill upgrades are something you need materials or experience for.

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In agreement here. Ice Bolt from Cryromancer has a chance to freeze, and an attribute that increases freeze chance. So maybe it only appears or gains xp after mobs have been successfully frozen many times.

+1

I really like the idea of gaining attribute levels based on how often you use a skill. However, I feel that the attribute system is going to be a good money sink, so I am opposed to removing the silver fee for that reason.

What about if you had to pay silver to ‘unlock’ the attributes, and then the attribute levelled up as you used the skill? Attributes with many levels could allow you to unlock 10 attribute levels at a time.

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That definitely seems like a solid idea. It could also be done in the form of Mastery Books (you buy the books to use, that way you don’t have to be in town to unlock your next level) so that there’s still a silver fee and whatnot.

How about this?

Going off of my previous idea, when you “discover” an attribute, you need to tell your class master about your discovery. He will then allow you to train that attribute, for a fee, and you need to pay him every 10 levels you gain in that attribute.

The attack % attributes would be unlocked from the start, and require a fee every 10 levels, with the first 10 being free of charge (that still leaves however many attribute levels till cap / 10 for them to put a silver fee on along with “hidden” attributes)

Edit: They can even capitalize on a system like this by adding cash shop items that increase skill experience gain and reduce training fees, or “Skill Books” that unlock a hidden attribute right away. Quality of life stuff that speeds things up. Cashers love that kind of thing.

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I’m in agreement with all that’s said here. :open_mouth:

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The only real problem is this: