ok i saw one comment.
well not a big deal 
i dont want the game to be linear, so it can kinda learn something good from ro design.
other stuff, no. im done with ro.
i kind of prefer it to be linear, because i donāt have that much time for exploring so itās easier for me to follow the story line
mod, pin this post please
RO is not a very good example. RO was very non intuitive for new player and it took a lot of effort to really get into the real game. At time RO was there, there wasnāt many good options, so people hat to put the effort. But nowdays? If tha game have a starting experience as bad as RO, people would just switch into another game.
RO World was too big with too much things going on and no lead to what to actually do. Itās not rare to know people that get to lvl 20 just killing porings and lunatics simply because they didnāt knew where to go.
The only issue with ToS is that the reward for going linear is too much higher than not going. There ARE options, they arenāt just as rewarding as simply following the story quests. While RO actually didnāt have a option, you were āaloneā in a huge world and the only way was pure trial and error.
If ToS gives better rewards outside of main quests, then people will be able to choose go linear or not.
You will have really low silver if you dont grind here and there.you want 2 upgrade your items?start grinding for silver.i got beter items grinding that what i got from story.so going faster as you can in a game that have no end game is pointles.
Yes, I think the game feels very linear. I know this isnāt Ragnarok Online, but I think many expected it to be a worthy successor. The great thing about RO was, that it had many cities and you could start at every city! At least the few main cities (Geffen, Morroc, Prontera, Payon, Alberta). All the maps surroinding these cities had low level monsters, but not the same! Morroc had Pickys/Drops, Prontera had Frabes/Porings/Lunatics etc. etc. It was just fun to explore the different locations. And you never knew what was waiting for you in the next map. I remember the first time I went north from prontera. At first I was on the map with the entrance to the hidden temple. Killed some fabres and lunatics and decided to go even further north. And then I saw a red worm like creature and tried to kill it. I had 250 health during that time and that thing dealt 450 damage to me. I was like āWTFā and avoided that area for a looong time, just to find out, that argiopes are only mediocore enemies and that there are even much stronger ones. You never knew how much health enemies had or what levels they were (unless you were looking up some information in the www). So the exploration part was big.
Tree of Savior doesnt have that. You have an extremely linear quest line which leads you from one area to another and the enemies in the next area have 2-3 more levels then the enemies from the previous map. Also there is only one real city in this game, so all players gather around there. Another thing is, that I really donāt care about the monsters Iām fighting against. In RO there were enemies I prefered over others. For example, I liked to kill creamies, but I avoided thief bugs at the start, since they had a huge dodge rate. In Tree of Savior it really doesnt matter, because I dont feel much difference between them. Every map is just filled with DOZENS of monsters stacked over each other and you just spam your skills/auto attacks in there. In RO you had to fight most monsters 1on1, because a huge crowd of enemies would have easily killed you (if you are in the same level range). Also donāt forget that monsters dropped cards in Ragnarok Online, which was one of the most important aspects of the game. I think itās sad that they abadonned this, since it was just so much fun to upgrade your equipment with cards. The jewels feel kinda like the dev team was to lazy to develop a card for each enemy and decided for the easier solution (no offense).
So all in all I think Tree of Savior is a step back compared to Ragnarok Online when it comes to equipment customization and exploring/experiencing the world. What saves ToS is the better grafics, a better job system and the combat system. But if I had to choose between the two experiences, I would rather see Ragnarok Online with the grafics and combat system of ToS.
So here we go one more time.its no ro never was eo never will be ro.go play ro now.see if you like itā¦if you do play ro if not look for your ro2.this game is not ro2.in ro you can atart at more that one map but 95% did played at sam starting map as it was faster lvling and beter loot on top of it.so the deves knowing this didnt give you 6 starting maps so all be in 1 or 2 of them.
This game is RO re-imagined. Everyone comparing it to Ragnarok Online is completely justified in doing so. It is perfectly okay for people to request IMCGames to bring back what they felt was good for the game.
Would I play Everquest, FFXI, Ragnarok Online and several other MMOs if they went back to their classic roots? Hell yes. Until that happens or another game is developed in their style, myself and many other people are stuck dealing with ānewerā mmo features that in my opinion should be dumped in the trashbin.
Everyone always seems to ignore the fact that the older mmos have changed to fit the new mmo crowd and that the original games and their appeals no longer exist BECAUSE they have changed.
This is not ro not ro2 not ro 3 not RO re-imagined.
Or you daying ro from the start was need 2 be this game?really you can justify all day long and i can say it not ro all day long.this will not change the game.2 change the game 2 what you want they need 2 start betas from start as any thing from older betas will be pointles.how longer you want them 2 work on the game befor they lose to much money.
Games change so they will not be the same thung over and over tou cant have it.if lets say ff 7 was the same copy past as ff6 will it be as good?
[quote=ālr_drehmann, post:26, topic:99194ā]
So all in all I think Tree of Savior is a step back compared to Ragnarok Online when it comes to equipment customization
[/quote]Itās not that bad. Instead of making a specific item for each equip, they made a single item that can be sloted in different items for different effects. The four gems are equivalent to 28 different cards. Itās just a different approach.
Itās not like ragnarok REALLY had much customization at the start, since most of the cards were basically crap and you had pretty much to add the same cards for optimization.
[quote=ālr_drehmann, post:26, topic:99194ā]
For example, I liked to kill creamies, but I avoided thief bugs at the start, since they had a huge dodge rate. In Tree of Savior it really doesnt matter, because I dont feel much difference between them
[/quote]This is a point we were discussing on another thread, the mobs from ToS are really lacking. More varied enemies would make a good addition.
mobs from ToS are really lacking what?thete totaly diferent mobs in each map.what more you want from low lvl mobs.2 be crazy strong at low lvls?then sory its nor dark souls.95% of mmorpg useing the same nonsters in diferent colors for 50 30 tumes and calling it new monsters.how many porings you have in ro?pigs and bears in wow.so a fame dont do that and its not good as well. I start 2 fell bad for game developers .
It is the re-imagining of Ragnarok Online:
A spiritual successor,[1][2] sometimes called a spiritual sequel,
is a successor to a work of fiction which does not build upon the
storyline established by a previous work as do most traditional prequels or sequels,
yet features many of the same elements, themes, and styles as its
source material, thereby resulting in it being related or similar āin
spiritā to its predecessor.
In this case, the creator of Ragnarok Online cannot build upon his original game due to copyright. You can say its not RO all day long, but then youād be wrong. Iām not saying for them to rebuild their game right now, but perhaps in the future they should look into some fundamental redesigns, as replayability is currently non-existent and will burn out their playerbase if they continue to shove a linear storyline in their faces if they want to experience new classes.
What you ask is rebuild.they can do it onlly now.when and how you see it don later?
They donāt have to redesign the game now, they can wait for their money to flow in from the cash shop to designate new map designs. Until then the replayability factor will be close to zero. Ultimately having such linear progression is not good for the overall health of the game. I am in the middle of helping friends level in spots Iāve already been to and I can tell you firsthand that I would never endure that railroad on another character, again.
Lastly, they already have their engine chosen and script manager taken care of. It does not take much to create a level in a game, especially if all the models, textures and foliage are re-used(which they are). If they designate a team to level design they can plow through it in no time. Just look at how many areas are already in the game.
Yes, replayability is a good point. In RO; I could start exploring the map, try to level on other maps or try to get some useful cards for my equipment. But if you start a new character in ToS, you are literally forced to do the quest line again and again, which is super boring in my opinion. The same maps, the same quests, the same npcs⦠And you have no real option to go somewhere else. When ToS will go online officially, I will probably only make one or two characters, but other then that I doubt it will motivate me enough.
Ragnarok online had many maps which were useless since everybody was levling in the same maps in general so they were wasted ressource and wasted ressource are time wasted for the dev.
Progression in a game will be always linear (or bad with useless quests with no purpose) unless you make a rpg open world game like Witcher 3 where itās the story matter and not the gameplay.
Tree of Savior can add some flavor by adding more starting zone with different quests like World of Warcraft did but end game will still be linear wich is normal.
No, youāre not forced. my brother leved up to lvl 40 after he missed a story quest on the first floor of the crystal mines. He could still play and visit the other maps without completing them. He just knew that he missed the story quest when i told about a boss there that he didnāt fight.
People are NOT forced to make story quest, but since the reward is very high there is little reason to not to.
Ro di this
Ro do that
This
Is
Not
Ro
The faster tou get this the faster you see what the game is and have fun.no you just bithc of what rhe game is not.look at what the game is.if you dont like what the game is then find the game that is for you it ok
Look man, itās not bitching. Itās constructive criticism aimed at pointing the developers in the right direction. We want the developers to succeed. We want it to stand out from the crowd. If we see something that can be improved to help other people enjoy the game it will be pointed out. Now I understand people have different definitions of fun, but a lot of people in this forum recognize that linearity is unhealthy for the lifespan of the game and should be improved upon.
+1 to @victor_sant
iām about 50 lvls higher than my brother atm and we often exchange information about the maps and quests weāve found. we donāt sit on a databse site following a list and we often can talk about quests that myself or he may have missed. i know iāve missed quite a few maps npcs and ended up re-visiting because heās told me about it.
