Tree of Savior Forum

Different server types? F2P, P2P, Hardcore, Casual

Why not have a few different server types that appeal to a wide range of gamers, instead of only MMO gamers? Most games these days only offer PvE or PvP servers, but couldn’t and SHOULDN’T the system be expanded upon?

When MMOs first came on the scene, they were a way to easily enjoy playing games directly with other people. Instead of being confined to simply talking about your accomplishments in offline games with friends, you could use your advancements within the game to benefit your friends and fellow players directly (helping them level, cooperating to defeat difficult monsters, using your skills in crafting to strengthen each other, and of course PvPing together!). Even for people that didn’t enjoy playing with other people often, they could easily display their achievements with other players. That creates a very unique sense of community that you can’t find in single-player or offline games. But these days, many MMO companies are turning their backs on ‘serious’ gamers and focusing on targeting casual players whom they hope will make many microtransactions (similar to the current success of mobile games). However, in doing so, they are losing a large number of players either due to cash shops that equate to desperate, greedy cash grabs, or simply because the game isn’t challenging enough. Even WoW – the most popular MMO – has been completely dumbed down, even to the point that you can buy a pre-leveled character (Taking money making tips from Chinese farmers). I’m sure everyone knows at least one person who won’t touch current MMOs for those reasons.

So, is the loss of potential microtransactions due to a P2P, cash shop-free server worth it? If you consider that it would attract people who either wouldn’t use the cash shop frequently or just wouldn’t play a cash shop server, it seems like an extra source of income that most companies overlook. P2P servers could retain paid extra character or bank slots, but vanity items or other cash shop items would be added via crafting or drops in-game (Don’t forget how much people paid for Kafra Bands and Boys Caps in RO. Gives people a reason to farm monsters [reason to continue paying sub, extends server life] either for personal acquirement or profit!). Many ‘serious’ gamers want to be able to automatically have people see their headgear or mount or barrack and know that they gained that headgear or barrack or mount via skill or perseverance and not just because they blew real life money on it. There are more layers to why people seek out certain items in games besides just ‘I like how it looks,’ such as a status symbol for defeating a difficult monster/dungeon or completing a long and arduous quest line (Such as The Sign in RO…What a terrible ride that was, but at the time it was a nice accessory, Cursed Waters were great, and access to Geffenia and therefore some of the rarest items [Succubus/Incubus drops, large amounts of Abyssal Knights, etc] was a GREAT reward.)

Which brings up another failing of current MMOs: they offer little challenge to people accustomed to PC or console games. It seems that game companies are extremely scared for any of their players to become frustrated, so they make everything able to be accomplished in one or two attempts. Which is silly considering they are constantly trying to invent ways to encourage party play. Spoiler: if a player can easily defeat a boss on their own, they won’t look to others for help. One of the huge problems with ToS for avid gamers is the weak bosses. They are slow, they show you where or how they will attack, and even if you are silly enough to not get out of danger you are only punished by, at most, a 20% HP loss. That may provide enough challenge for casual players who just wish to use the game as a form of community interaction, but it will get old and boring for others extremely quickly. Many may not even attempt to reach max level before quitting. So why not provide a difficulty level choice via server selection? A hardcore server could offer quest bosses that hit for 30-70% or even more of your HP if you mess up, field bosses that amount to more than just a meat bag with excessive amounts of HP but no dangerous attacks to overcome. Casual/normal servers could have increased drop rates or even lowered EXP requirements (This depends on what the actual, finalized rates will be).

One could argue that people shouldn’t have to choose between difficulty and friends, as in casual gamers wanting to play with more experienced gamers. But that’s the beauty of an MMO, if you ARE less skilled at games you can always join up with other people to overcome trials and no matter what your approach to games is, it always feels nice to be rewarded for hard work. Whereas the empty feeling of just mindlessly defeating easy fights gets stale quickly (Nothing kills an MMO faster than losing players from boredom). And transfers OFF of hardcore servers could also be an extra cash charge for people who wish to move. Transfers onto hardcore servers from casual or normal should not be allowed, though. I also think it would give an EXTREMELY accurate representation of what the community wants from the game, instead of just assuming what would be best.

TL;DR There’s no denying that offering cute, easy games to casual players with an extensive cash shop is good money. However, I can’t help but feel there are simple things that could be altered to appeal to almost everyone and increase income even further. At the very least, having just one Pay2Play server to start and if it does well, adding more. And obviously the servers would be a combination of these styles: P2P Hardcore, F2P Hardcore, F2P Casual, etc. And it would only be worthwhile to the company if there is a large playerbase so let’s all spread the word about Tree of Savior !! Thanks for reading my long post. :blush:

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Well, hopefully there won’t be a reason to have to separate F2P and P2P in the first place. See stuff like Runescape, where such instancing exists. It kinda sucks, honestly. Also, IMC has been pretty vocal about not wanting to create a difference among potential between paying and non-paying players.

Also, it’s pretty apparent that the game difficulty is going to scale with level. There are certain classes (such as Oracle) that seem to be useful for higher level content. Also, continuing into the higher ranks unlocks classes such as Guildmaster, of which unlocks an incredibly large amount of social potential - an entirely different aspect of gameplay from basic PvE.

I think attempting to separate casual / hardcore or low / high skill players is a very unfair and not-fun idea. It’s fun to help out newer players, and then maybe see them later on kicking your ass in a round of PvP or helping you out with a boss.

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Ah…
I can’t say I’ve played Runescape or know much of it, but F2P/P2P isn’t really a case of instancing…Just a choice of how you want to support the game. Either monthly installments with no interference from outside influences (real money) or buying items here and there. IMC made those statements regarding people playing together on F2P servers. And while most MMO players would be completely satisfied with that promise, people who have sworn off MMOs due to cash shops would not. Which is the reason for my drawn out post. :blush:

It’s not really a matter of separation based on skill. It’s a separation based on mindset or play style. It would mostly be in place for people who would be dissatisfied with the game as-is. The game would not put you in a certain server based on how good you are, lol. You would choose how challenging you want the game to be, such as many console games that offer difficulty levels. Path of Exile has a similar (but more extreme, haha) system.

No offense, but this is a terrible idea. Don’t you want a large playerbase in one server? Instead of a small playerbase on many different servers…

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What…? Unless an MMO is on its last leg, they have a number of different servers.

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Life’s activities may be immense in the TOS. I think it takes a big server, because the game is very detail

But if separated by many servers, can not be met at the same time?

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Well, the suggestion of 3 or more servers is hardly out of the ordinary for a debuting game. Not to mention that they have already begun to utilize channels in each server to thin out overcrowding. Commerce might suffer, yes. But you won’t really know how populated servers are until they open. ^^ At which point servers can be added or merged as necessary.

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I also disagree with this idea. P2P/F2P servers wouldn’t work, if you look at a game that has this system, like RuneScape, it only works because p2p servers have way more content to play than f2p players. I can’t see people playing on these p2p servers here and getting pretty much the same content that you can get in the f2p servers.

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There were actually quite a few people that were interested in a subscription-based service for the game a year or two ago before F2P (for Korea) was announced. I think mostly everyone is hesitantly accepting that IMC will do a good job with the cash shop (Though without a definitive publisher we can’t know for sure what will happen in regards to real money items) and is okay enough with the F2P model that they will at least try the game.

Depending on the popularity of the game, the servers could end up as one P2P and multiple F2P servers. Which is an entirely viable option, completely inside the realm of possibility. ^^ I understand you have difficulty understanding why people would choose to pay a subscription instead of cash shop, but such individuals do exist. Would there be enough to support a P2P server? As I said before, we don’t know at this point. And if it turns out there are not, the server can easily be converted to a F2P or merged with an existing server. All scenarios that have happened in the past, though usually after a number of years when popularity and populations are waning.

Giving different ideas a chance instead of immediately writing them off without thoroughly considering benefits and disadvantages is foolish. And as much as people want to preach about not comparing this game to others, they sure are ready to have it follow the same lackluster publishing model as every other mediocre F2P MMO.

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TOS can actually provide both so everybody is happy. by adding privileges.

if you paid subscription you are able to enter the channels only available for paid users. example. public channels are (1-20) private channels are (101-130).

private channels has some extra boost on exp and drop rate than public channels.