Tree of Savior Forum

End Game Suggestion!

Level on max?? complete item sets? what do we do next???
Here’s some of my ideas that may or may not work to improve “saviors” experience~ :smiley:

1. Guild Territorial War
I know, TOS does have it but it lacks functionality so here’s my suggestion on it.

  • Guild Fortress
    You won the territory… so what right?.. guild fortress is the answer. each territory have a different layout of guild fortress. More like a different dungeon layout but it’s called “Guild Fortress” instead… A place where a guild can truly chillax and do king’s stuffs like literally. They can choose to upgrade the fortress by hiring NPC soldier or what’s not, equip it with traps and what’s not, design it to there liking and stuffs with furniture and more stuffs I guess. More farming area that being nurtured by NPC. A training room to grind for level or certain stat for a limited amount. More guild storage slots.
    Submaster of every classes in one hallway. A guild meeting hall. A dining hall with foods (that provide buffs) that reset daily. plus all the basic NPC in town all in one place for all the guild member.
  • Guild Artifact
    Inside the fortress will be a place where you can put an artifact. Artifact would act as a buff for the entire guild member. Note that only one artifact can be place in a fortress and only the equipped artifact affect all the guild members. Artifacts can only be placed by the guild master and once it’s in place, it can not be change or remove until the 13th day (dont ask me why 13 cause im not sure either). Artifact can be obtain through guild quest which they can only do once every week. Once the quest is successful, they will be given an artifact box which contains random artifact. On the day of GTW (short for guild territorial war), the artifact inside the fortress can be destroy by other player to weaken the guild member of the fortress.
  • Guild Crest (EMPERIUM!!!)
    Guild crest will be the heart of the guild. Each fortress will hold the crest of the guild who owns it. Once the crest is destroyed, the fortress will belongs to the one who destroyed it (will be calculate by last hit). In 30 minutes time (during GTW), who ever owns the crest by the end of GTW will win the war and thus owns the fortress. The winning guild master may move the crest to other part of the fortress in order to hide it from other guild in the upcoming war.
  • Economy
    The other perks of having a fortress are taxes. Every silvers spent teleported to this fortress will belongs to the guild who owns the fortress. A percentage of silvers drops from killing a mob within the area belongs to the guild. Every silver spent on NPCs or other players who open a shop (by %) belongs to the guild. A special dungeon within the area?? guess what, you need to pay the guild to enter. Guild also benefits weekly silvers and materials which are mined or farmed in the area weekly (with random amount every week generated by the game itself)
  • King’s War
    Other guild who owns a fortress may declare war with other fortress holder to claim their fortress. In 45 minutes, if the attacking guild able to destroy the defending guild’s crest, than the fortress will belongs to the attacking team instead if they are able to defend it within 45 minutes or destroy the attacking guild crest in their fortress, the defending team wins with half of the silvers owns by the attacking guild confiscated by the winning team.
  • Alliances
    Only fortress owner can make alliances with other guild. Alliances does not share the same benefits as the guild who owns a fortress but the guild may or may not share their perks of income to their alliances. The guild master may choose to what extend of the fortress that their alliances may have (of course not all can be shared). Alliances can not declare war with their ally (but possible for if its between ally and not with the fortress owner). During GTW, allies will not be hostile to each other. Both party (the fortress owner and the alliances) can end their relationship at any given time opens up a possibility of traitors. hehehehehe…

2. Endless Dungeons
Yupe more dungeons is needed!! But not the kind that you expect from a normal grindy mmorpg :smiley:

  • OPENLY CROWDED DUNGEONS!!
    It will be a normal dungeon where every players can bust in and crash the systems with overloaded memory! kidding, the dungeon will be separated into multiple channel to ensure stability. A guild or party can choose to enter on which channel before entering the dungeons. Once inside, they cannot change the channel. Everybody can enter together and do the dungeon together or they can choose to compete with one another. BE REMINDED THAT ONCE INSIDE, EVERY MAN FOR HIMSELF!!
  • TRAPS EVERYWHERE!!
    Despite having normal mobs as a threat, traps and puzzle are one of the unique feature of this dungeons with sudden bomb explosion without warning, toxic gas, ice traps, fire blaze, spikey traps and more plus probably rainbow trek your way to the other side if you get what I mean? hmm…
  • Rewards
    So, you overcome hell, then what? Rewards of course!! Treasure chests are everywhere in this dungeon. Some can be open once by every player, some other have the first come first serve basis and most are only traps and disappointment. There are also treasure that needs special key that can be obtain inside the dungeon by beating a special mobs which are really hard to catch.
  • Endless?
    When I say endless, I mean literally. Endless floor in which the lower you go, the higher the difficulty level is. Spawn rate are on medium with normal mobs felt like a high level elite mobs with faster attack rate. Bosses can be found on every 5th level of the dungeons (mean 5th, 10th, 15th and so on) and they are insane!! This will be a dungeon of no return!! Open for 7 hours once every week (preferable on the 7th day) and each players can only enter once (not per character but per account). Once you are out (either by dying inside the dungeon in which you’ll be teleported back outside or leaving it on purpose), you are done and can’t get in anymore until next week! Layout of the dungeon will be randomize every week and map (map area) will be unavailable inside the dungeon.
  • TOO MANY PLAYERS!!
    Why an open dungeon is so special? Why not? Boss spawned on the 5th level only spawned once. Players who reach there after the boss has been slain can easily just go through to the next level. Of course if they did not participate in killing it they wont get anything but they can still look for treasure and let the pros do the killing. With this it creates a balance dungeon exploring between the strong and the weak (or the pros and the newbs).
  • Scoring system
    And of course the first 10 who reaches the lowest level within the 7 hours will be reward with points respectively (1st get the highest point while 10th gets the lowest) in which they can trade for items.
  • Location?
    Where?? why of course there will be within the guild fortress territory. TAX ARE EVERYTHING!!
    There will be 3 kind of dungeons in each territory with different mobs, bosses and rewards to be looking forward too!

**Updated 2nd part!! will add mooooreee :smiley:

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I look forward to reading more~

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