Tree of Savior Forum

Dungeon restrictions of 2 are a seriously horrible idea

Limit content is sad and it needs to go.

The cap is there to reduce the boredom of the game. I can tell you something, at KTOS, it feel repetitive and boring to do all the daily for a month straight. 5 times dungeon and 5 times mission take almost 3h-4h to do, and after that I don’t have incentive to do anything else, because of boredom, tiredness and inefficiency.
I am fine with the cap, since it allow me to do something else when I haven’t tired and bored yet and without thinking I’m doing something inefficiently.

EDIT: I have something to talk about the time limit. Time limit is to prevent you camping in dungeon and overload the server. What will happen if some guys, for whatever reason, create thousands accounts and camping the dungeon forever?

LMAO dude.

LMAO i don’t even need to answer.
Even each your argumen contradiction. :joy:

No one said 5 runs is Broken, also this one is the real Question [quote=“NasiBubur, post:34, topic:164901”]
Tell me exactly for what reason iTOS must same as kTOS.
[/quote]

I decided to put my money where my mouth is and solo it, starting at exactly level 50 with a basic, cheap set of gear (even forgot to put gems in my staff since the server crashed right after I started crafting it). Stats from the start of the run are shown, and I gained 2 levels clearing trash. I’ll admit it was actually a fun challenge, and wasn’t as easy as I said before, at least at lv50. This must be how refreshed Gesti felt when she said, “The pain I haven’t felt for a long time…”

Screw those silver seller spammers for lagging me in the middle of a fight.

Everyone forgot about part where you can get 2 (3 with token) rewards from each cube for silver. World boss’ cubes are included into that mechanic. So as a F2P player you can get 4 dungeon cube rewards and 9 as Token user per day.

So the stance of IMC on dungeons is clear - they want to limit exp gain to keep players from progressing too fast. It also offers a decent silver sink with cube mechanic. The number of dungeon runs available is just perfect for Exp Tome duration.

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The dungeon system is fine.
I did the lvl 90 dungeon 2 times and went from 90-109.
You get ALOT of EXP there.

I just wish that you could keep running it for the drops, but not gain any exp

See thats the ■■■■ up here. Exp is good and all but you cant get drops. Later you will have bad gear and weapons.
But the dungeons dont even work, how you got in?

Have the people complaining on this thread even played the game yet? Originally I wanted 5 dungeons too but with the introduction to Orsha, 5 dungeons is actually too much due to the bonus party addition and abundant exp cards from Orsha.

They compensated the lack of cubes gained by introducing the option to reroll the cube for 20k silver. If it were still 5 dungeons per day we would be so high level that we would be literally skipping maps due to level gaps.

Did you played the game?
Lets leave the fact that more that 50% cant go in dungeons at all.
You geting good drops there, only there.
At lat game you will fell it nuch more.

If that’s your argument then how does increasing the dungeon cap make a difference if you can’t go in at all? You’re complaining about the dungeon entry bug/lag, not entry limit.

??? This is irrelevent to the entry limit.

No i talking of the limit here.
I do hope imc will fix the ■■■■ that dont let people go in you know. If they cant then the game will fail fadt any way and no one will care for 2 or 22 dungeons a day.

The reason for implementing dungeon limits is purely because of greed.
They want players to spend 18$ a month on premium no matter what. Also, I wouldn’t be suprised if they introduce a dungeon reset potion in the cash-shop in the future.

Impressive!

I still think that if you wanted to do that solo or in a group more than twice a day, you should be able to. Imagine PvP Arenas were restricted to only 3 queues a day. My point is always been about restricting content.

But it’s a global lockout, so maybe 5 runs on the lv50 dungeon is too much since you outlevel it so fast (esp. w/ token+exp ), but when you have the 90+ dungeons, then 5 might not even be enough. You could do 2 runs of the 90 dungeon, then hit 115 within 24 hours and still be locked out. Not to mention after you hit the level cap and exp doesn’t matter at all.

And there’s always the option to nerf exp gain, either reduced for all runs, or only after your reach your limit. They could make it so 5, 10, or 100 runs wouldn’t make you skip any maps.

I would like to see a sort of a “daily system” without actual lockouts.

These %'s are only an example but something along these lines:

1st run 100% XP / 2x Drops
2nd run 80% XP / 1x Drops
3rd run 60% XP / No drops
4th run 40% XP / No drops
5th run 20% XP / No drops
6th and onwards 0% XP / No drops (Essentially for boosting/helping players).

Premium:

1st run 120% XP / 2x Drops
2nd run 100% XP / 1x Drops
3rd run 80% XP / 1x Drops
4th run 60% XP / No Drops
5th run 40% XP / No Drops
6th run 20 % XP / No Drops
7th run 0% XP / No drops ( Essentially for boosting/helping )

One of the reason developers create limits on instances is to create rarity on certain items. Take Arde Dagger for instance (which is steadily dropping, however). It has roughly a 5% drop rate, making it a rare desirable item. If more people are able to run the 90 dungeon, the chance goes up of the Arde Dagger finding itself in the market. Moreover, if the dungeons did not have a limit, then Arde Dagger loses its worth (even faster) since the 5% means nothing with infinite chances. Limited runs keeps the cost and value of items high.

Im not asking for the removal of the limit I fully understand and agree with the need for it and most if not all of the people who responded to this thread did so with a very tunneled view of the global cap vs the level 50 dungeon

The problem is once as you are post 130 or higher, like myself, and there are multiple dungeons that you want to be running and you can’t because you have a global cap of TWO.

A cap of two is just fine, sure, if you are level 50 / 90 and literally have ONE dungeon you can run and don’t even know what missions are.

Personally I have a choice of about 5-6 missions and multiple dungeons and I’m stuck on the same global cap of 2 (well 3 because premium). At that point it is not enough. The cap becomes far more restricting the higher level you are and it will actually need to change once as yet more content comes our way, it’s already an issue as it is. You just need o be high enough level to experience it.

Greed? Game companies need money to sustain their servers, they don’t owe you anything. It’s a game service, not charity.
F2P games = free to try.

Token/premium/subscriptions with some benefit is still the proper way for a mmo to last. Silly misers who don’t wan’t to support the companies only knows how to cry about “they are greedy for charging us $ over a F2P game”.

You want an actual F2P game? Ask potatoTrump to cover the electricity bills and staff wages for IMC.

Currently rolling a 178 Monk; I largely neglected dungeons (well, forced to due to commanderload) and still find myself well off with quests. Occasionally I’ll do missions if my friend needs a bit of EXP, but otherwise dungeons to me are just for the sake of farming.

Someone posted that they ranked 7 without having to dungeon - I think we’re fine.

You are entirely correct. I’m pushing 200 now and I think I ran a total of 6. 3 of those I got 0 xp for. However the need to dungeon is an entirely different discussion all together.

Off topic, friend; where’d you go 100-120. I struggled for those 20 levels for some reason.