Tree of Savior Forum

Desired changes for wide range of features

Market:
In the cb it was normal to list 2+ pages at a time of things to sell, while some were easy, others were not. Like materials. I had loads of materials all throughout the game that I didn’t want to sell to people, because it was clearly worth more on the market. But after listening 5-10+ materials it became very annoying to look up every item to see what they were selling for.

  • It would be nice to have a market place value of an item (like Final Fantasy XIV does) when you hover over it in your inventory, so it will be easy to determine whether to sell it to the NPC/players/ or the market.
  • Market place search history needs to be reset upon closing/opening.
  • Users should not be able to list multiples of the same item if the item is stackable.

Attributes:
Attributes are very annoying in the sense that we are forced to do math in our heads every time we want to see how useful an attribute really is.

  • Skill tooltip needs to have numbers that represent the level of said skill, like if the attribute is level 28 than it should say 28% increase of damage instead of 1% at every level. Or if it says 12% at every level and the skill is lvl 3 then it should say 36% instead of 12%.
    *While the skills have % of attack damage or magic damage, the tooltip should calculate these damages for easy understanding.
  • Some attributes should have higher levels or else they’re just completely useless
  • The leveling of attributes should should have a queue so players aren’t forced to go to respective NPCs every so often,due to cost of scrolls, and limited goddess statues. The queue should also have a cost increase by 5-10% for every skill in queue.

Translations:
There needs to be consistency when stating information. If we are referring to “Attack Damage” or “Physical Damage” then anything that’s related to “Attack Damage” should say “Attack Damage”, and not physical, or anything besides, “Attack Damage”

Physical Attacks:
If auto attacks are a a core element of the game, than each class should have some type of benefit for attacking over using skills, otherwise this just leaves users running around or sitting during any fight.

  • Wizards should have MP (instead of SP) that regain through auto attacks, and the INT stat.
  • Swordsman should be able to regain SP with auto attacks WHILE stationary, to encourage a certain style of play besides bunny hopping.
  • Archers should be able to regain SP through auto attacks while under the affect of the, Swift Step skill.

Item Potential:
All games need a gold sink but the gold sink in regard to item potential is crazy out of place. Mainly because the gold sink stops after potential has run out.

  • Trading items should not drop potential, simply because trading back and forth items between Alchemist (for item awakening) and the user of said item drops potential by 3. This forces the user to not be allowed upgrade a item past a certain level (after socketing an item).
  • Alchemist should have a skill that resets potential.
  • Items at max enchant should not be tradable/lose all potential.

World Bosses:
Now this isn’t really a shot at the bosses per say, but for the clarity of them. Because the current state is very terrible.

  • World bosses are an AWESOME thing, the text that pops up should also be an AWESOME thing. Users get tunnel vision when playing games, and the announcement for world bosses are just not visible enough to catch anyone eye.
  • WOOOORRRLD BOSS. Now this may just be a name the community came up with and the bosses may just be called “Field Bosses”, but I believe the spawning of bosses should be stated server wide. This way anyone and everyone could join.
  • With the last statement, this would clearly increase the rate at which players get rare items, so bosses should spawn at the same time, thus forcing players to pick and choose which boss they want to fight as a party.
  • While we were just in beta and the number of players in the game were lower than a game at its prime. Channels per server/map will no doubt increase. With that, the bosses should have an icon to represent them on the mini map/world map, so players won’t be forced to run through a whole map searching for the boss, only to find out the boss was on a different channel.

I’ll reedit when I can remember the other categories.

3 Likes

I disagree about world bosses. Part of deserving the loot is doing the footwork or having the patience to get the times. And then you’ll get to a point where all the really good players go to bosses with certain drops and have such high DPS that nobody else will ever get cubes from them (If they are announced server wide). I am one of those players that will get cubes and I’m still saying this because that won’t be a healthy situation for the server.

1 Like

This is true in someways, but given the fact that bosses will die very quickly anyway, most people will lose out on getting boxes just by looking for the boss anyway. Its happened plenty times in beta to me, and plenty other people. Everyone should get boxes from bosses, if they’re within 25-+ levels of the boss, and have attacked it for at least 5% of it’s heath. This way if high leveler players do come in, they won’t get anything anyway (except a card for enchanting/ or w/e). This way it still fuels the economy.

Indeed, unless World Boss map / channel can become PvP, I disagree it should announce to the server.
It is generous that it announces it, and it should be same as Ragnarok for exploration.

What if I play a healer / buffer? What would I get if I didn’t manage to get 5% of it’s health, but I contribute by putting some defensive number?

Exactly. Under the current system, every single person in the top 6 parties for DPS (including people that didn’t even hit the boss once) will get a box. I think this system is great for supports, and also encourages you to actually find groups for this content instead of trying to come solo and just expecting to get something.

Well if you’re going at it solo and providing efficient debuffs and heals for a good duration of the fight, I think it should definitely account for something. Given you character was in a reasonable level range of the boss. To prevent people from farming it the easy way.

But even if the boss spawn announcement wasn’t server wide, I still think it should still be more climactic than it currently is. Because right now they’re just like the size of the words on a forum, easy to miss. It also gets covered up by other notifications on the same line as well…

I think if the person who needs to kill the boss, they won’t miss it.
This is already better than Ragnarok. Back in the day, I travel through Toy Factory for the boss when they can teleport through out the big map (all boss can teleport). Now it is on a static room.

But I think they should increase the respawn time into 2 - 3 hours. Since there will be more materials, they can increase material requirements for receipts. Allow players to focus on item farming over leveling.

This was already fixed in 12/8 kTEST patch: http://pastebin.com/AHtYR2Pw

  • In the case of having an Alchemist as a party member, you can request for the item awakening dungeon by right clicking the alchemist user’s party UI.

No more -3 potential to awake an item :smile: