Tree of Savior Forum

DPK, Dev Interview

@STAFF_Yuri

Thanks for the effort, it is really nice to see the gms working in order to make us happy. I really am grateful. But it seems that you have forgot to mention that most of the players are unhappy with the system. So the feedback is actually negative.

Also if they are trying to ensure an item drop for each x number of mob killed why dont they just go for a %100 drop rate material farming that you trade for the weapon of your choice? Wouldnt that be more convinient? What I see is, trading 20000 materials for the weapon of my choice is a lot more party friendly, co-op and fun system.

Yesterday I farmed the new HG for 8 hours non-stop, 6 hours solo and 2 hours in a party. I got two cubes while solo, which is okay. But while in party we droped 3 cubes but since its random other party members got them. I got nothing. What is the point of being an mmo if you are forcing us to play solo?

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I think that is where you set the drop rule to Round Robin, then again, I’m not sure if that thing is working as it should.

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I think that if you would farm hg solo, you would take a longer time to drop. But after a longer time you would got the item for your char, thats the advantage.
So, playing in party in those circunstances add a factor of randomness.

If only cubes were dropping round robbin would work, but since there are many lame materials dropping all the time its totaly luck.

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True that, but then again, they could rework how round robin work, if one player got a cube, then it’s the next one that should get and so on…

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But this is a MMO, Multiplayer should be rewarding. Or am I wrong?

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Sure. But idk if it is so simple to solve. Because if the count keep applying for your char, but the mobs hunted by your party count to you, it will increase the drop rate in 5x times.

Maybe the mob counting could be applied to each player individually, but it would harm sup/tank chars…

They could implement a different system for party, for example:

For tankers the “dpk” will count as they receive damage, because their function is to protect

For healers the “dpk” could count as they heal

For dps it could still be the same, or count the damage of the char

In the start of hunting ground each player would select a role, and this role would determine how would their participation be counted. But with this system, it would count your participation individually. Idk it is just a simple idea, and I have no idea if it would solve or not.

Back when they announced the cube change, lots of people thought the purpose was to give everyone in the party cubes like how boss drops work. It’s really disappointing it doesn’t work that way. Being punished for partying ruins the fun and there isn’t any good reason not to make the drops party-wide.

It’s really stupid how this game constantly focuses on making players compete against each other instead of working together. That’s a general pattern, covering hunting ground drops, map-wide counting drops, the world boss loot system, the change to the 290 dungeon (the whole party got the full amount of silver from the boss, but trash mob silver is divided, so you get more from soloing), etc.

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