Tree of Savior Forum

Dungeon Lovers Runs

Can we make dungeons unlimited? Hear me out. Ok dungeon queues suck. Some people like me love to do dungeon just for the fun of it. I come from games like Neverwinter where dungeons are everything. I think a good way to help queue and give people something to do is make it so after your 3 run for an inflated amount of exp s make it so its scaled down to your exp lvl. So people would are not in the mood for quests but still wanna grind for exp in dungeons can still go in. You still get party exp the same as if you partied outside dungeon. This also makes it so people who need the dungeon also have a chance to run it with people who just wanna run a dungeon as well as people who need it. Give like sone kind of incentive where if you run it 5 times you get to run it for half the inflated anount you would get if you still had a run left.

Im out of time, gota go to work. What yall think?

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Already asked million times.
Sadly IMC is not interested in a friendly populated game.

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I would love aditional ways to lvling. I really liked badges mechanic also, that was a great idea. Grinding storage/maven/alemeth makes me sick.

Would love if this would work for Saalus too.
I want to play my main but with all the dun/event/saalus/mission-runs on my alts theres not much time left to do anything else…(And i got only 4 chars >.>)

I would prefer making the dungeons like hunting grounds and having the boss in a spawn rate of 12 hours but every 20-40 min theres a match that can have a chance to spawn the boss earlier… kinda like the current DPK but for boss spawn in time… Then we have resources wars that cant be camped, and every1 is happy with infinite dungeons… also you make that token user instead of X amount of time per boss cube, you make token user x/3 per boss cube…

PS: So many ideas to make the game great… so few ears that listen

I would definitely love infinite dungeon runs but sadly the reason why there’s a limit is either because of the bots earning too much silver from there and/or not a lot of channels to hold all the players in these instance.

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Sadly is neither of them…

The only reason dungeons are limited is for ppl to buy tokens… its a money bait…

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How about token buyer can run them unlimited at least?

Nope, coz Gacha badges can buy instance reset vouchers… so money bait…

So basically you would like world bosses to be real content again? Too bad IMC seems to have totally given up on them.

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Yes… in a way… think of Current Hunting grounds + Bosses with respawn time of X/600% (X increasing by minute and checks every 20-40 min to respawn)… That would be awesome… grouping a bunch of ppl in a few channels farming and doing fun stuffs… but i think either the game engine catch fire or the servers explode to actually see something like that in TOS… T.T Rip Dreams

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Admin really need to move this down to the Suggestions forums, its starting to look like its in the wrong area now.

BTW Ragnarok online is still open sound like your in tbe wrong game.

One “what if” solution would be actually making almost all maps grindable (at least exp-wise). It could also be like kill count quests that gives 1 hour worth of grind exp via NPC (RO-like).

So one could basically pick what map to grind without being stuck to Alemeth or other maps.

I think this would be better than infinite dungeon runs because resources/instance count limitations and would make other maps useful again.

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That wouldn’t really do much for the people that enjoy fighting groups of tougher enemies + bosses in a party though. I personally dislike dungeons but can see why dungeon-like leveling would be preferable for some people. It also creates instances which means no competition outside of your party (which, by the way, is probably why unlimited dungeons will never happen - IMC’s servers can’t handle unlimited instance creation.)

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It’s not a bad idea. Another alternative is to make maps like the hunting grounds into good exp maps (with higher spawn rate perhaps, or tougher enemies). I’d like to see more varied content in general.

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This made me think of those dungeon maps (not instances) like Nevellet Quarry, Legwyn and others.

If there was some like those where you complete one puzzle-gimmick or even like Grynas Torch where the server would spawn a lot of monsters in a determined place especially for getting experience, just like old Storage/Maven torch events but for more levels and in more maps.

It is kind of funny to think about people shouting to do a “grynas event” for exp each 1-3 hours, so you can have small grind sessions that reward some decent amount of exp without being stuck for hours in the same map.

If they were on different times at each map or different triggers it could give an entire new concept like parties hunting for exp events on different maps.

The duration could be the default 10 minutes or maybe some extending to 20-30 minutes. It does take a detour on the “infinite dungeon instance” suggestion but I think this is also one “what if” option.

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Hell, think of current hunting grounds with spawn rate of DP2… that would be INSANE… i would live in those maps… Add a random boss or sub bosses and TOS 2.0 is done…

We know that a spawn rate of DP2 is doable… so pretty much use that spawn rate / spawn group in hunting grounds or even better in ALL the maps… I would like a dynasty warrior feel of fighting hordes of demons or mutants…

Yeah, horde is the key word here :smiley:

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Yup, I want to aggro half the map and then spam earth wave ++;!! Let me mob train, let me tank, let me watch the numbers fly. Encourage dynamic group content that doesn’t revolve around gear so much as just having fun. Things like that are part of what makes grinding actually fun.

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It made me remember the old-school grind where multiple players lure monsters to a single place so everyone can kill groups. Remembering things like this make me wish the PvE content was harder :<

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i hope they would add similar monster/party quests that were in trickster online.

I would more want the party quests added since they were really fun to do. Basically you had a specific monsters and a set amount of kills to do based on the size of the party, bigger party meant more kills and a better reward. There was also a timer so if you were done fast you’d get slightly better exp as well if I remember correctly. (Sometimes you had a time limit tho.)
There was also a mechanic that made the exp reward be based on the amount of kills by player. This was later “abused” in a way that others would afk for one person that would kill every monster for maximum profit from certain type of party quest that gave a really high exp reward but it was also limited to 30runs for good exp. However each party quest also gave good rewards for everyone so afking wasn’t a bad thing but imo it doesn’t have to implemented that way.
I think having these at certain levels could make grinding more fun and a potential way to level at least some levels without a higher mob density.

These could also be limited to certain amount per day or maximum count altogether or just have it plain open all the time but have the reward be good enough so it’s worth it but not high enough to trivialize other content.

So example:

Lv limit 150 kill 400 of a certain mob in a certain map after the party reaches the goal they can all portal back to the npc for the reward and then start the quest again.

I personally found this type of content fun and I think it could work fine for this game considering there’s lots of maps and this would perfectly utilize the usage of them more.
Along with exp reward they could add some item reward that would be worth do it for as well like 1 gem (lv depending on the level of the quest) per clear for example or something like that.

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