Tree of Savior Forum

Enhancement should be capped at +15

The idea of putting a cap to enhancing at +40, while setting the success chance at 51%, is plainly speaking ridiculous. Sooner or later there will be people running around with +20~+30 weapons, just like we’ve seen a few players do it already in the recent CBT tests.

This will happen while the majority of us will be screwed by RNG over and over again and struggle to obtain anything close to +15. It’s a major flaw of the game if the luck factor creates such big discrepancies in weapon’s power. I wouldn’t mind if there was one or two extremely lucky people running around with +16 weapon, with the chance of going from +15 to +16 being 1% or lower, and each fail resulting in going back from +15 into +14. This wouldn’t be as game-breaking as it is with a success rate of 51% for each successive upgrade above +15.

Before someone comes and says: “but imagine flipping a coin 7 times and winning 7 times in a row, that’s less than 1%”. That’s still WAY easier to do than rolling a 100-sided dice ONCE and winning. Why? You’re allowed to fail one, or twice, or even over 10 (!!!) times when upgrading weapons. Yes, some of the end-game weapons come with 12 or even more potential. Let me use a practical example.

Your weapon is +10 already with 8 potential remaining. This is not hard to imagine - a weapon can come with 12 or more potential at the start, and upgrading from +0 to +8 usually goes without a single fail.
So, you have a +10 weapon with 8 potential. If you want to achieve +20, you need 10 more “success” than “fails”. So basically you need 18 “success” in 26 coin tosses. The chance of that happening is almost 5%.
So, out of 100 people trying to get +20, five of those people will succeed and have a +20 weapon.

This will create a major discrepancy in power between players. Luck shouldn’t play such a major role here.
I would have nothing against “lucky players” if the 5% of people would have one more enchant level than the rest - but setting the success rate at 51% will create much too big power discrepancies between the lucky and the not-so-lucky people.

INB4 someone says “MMORPG need RNG to survive, go play a different game”. I don’t approve of this viewpoint. Why must MMORPG continue with this madness? I’ve played way too many games where I would put hundreds of gameplay hours into the ridiculous RNG nonsense, and still NEVER SUCCEED, while some people could get “lucky” and achieve something in a matter of 10 or less hours.
Why do MMORPG need to keep this RNG nonsense to keep players motivate to play more? Why can’t they make a system that rewards those who put in effort and hard work, rather than relying on stupid RNG systems and pray to be lucky this time?

I quit so many great MMORPG over the years just because I was stabbed behind by RNG over, and over, and over again. I wasted countless hours struggling against RNG and hoping that one day game developers would try to do something different and reward players for effort and hours put into playing a game, rather than choosing the rotten ways of RNG hell. Why must the madness continue?
As it goes, I will not support further any MMORPG developer who uses cheap RNG tactics to keep people from “losing interest in a game”. If players are forced to grind for XYZ hours anyway, why not stop using RNG as a drive method to keep people grinding, but simply make them exchange items or whatever obtained during those XYZ hours spent in the game for a 100% chance of achieving the goal? It’s a much better solution than teasing players with a small chance of instant gratification. I don’t have any interest in relying on RNG methods anymore.

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needs a tldr, your pretty much saying the title.

http://ust.chatango.com/um/m/a/madokat/img/l_203.jpg

SUUUREEEE~

Cause you can’t afford the rng upgradeings… which make a difference between hardcore farmers and casuals. Take out a whole level of customization and awarding gameplay.

Edit: Oh and note, there’S golden anvials in there. Which enable to upgrade still with 0 potential without breaking by failure. (but with -1 upgrade los on failure).

2 Likes

Sacred 3 is the game youre looking for!

MMORPG need RNG to survive, go play a different game

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MMORPG need RNG to survive, go play a different game

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I love the fact we can get our favorite gear at +40, with high chances such as 51%, some mmo have low chances like 40~20 from +10~15… Besides making our gear get to high rankings make every gear competitive, if you lower that, everyone will be running after the same gears thus making the game boring.

Example: I can get a lower gear like Silver Falshion, that give +20 STR and upgrade to +20 or +30 making it useful even at higher lvls like 120 ~ 150, this is great for me because I run a full dex build with my swordie and without this weapon I couldn’t grind at all.

how do u get a golden anvil?

I would like to know how much difference does this make…but upgrades were quite good in the beta so it seems quite broken to me too.

@greenfoxy21 hardcore farmers can get their advantage but they shouldn’t get godlike compared to others… it is almost the same as pay to win…

But anyway I don’t know how this exactly works…maybe it isn’t that bad. I’m just saying it needs a balance as everything else.

wow if its capped at 40, so defense is going to be a big deal high level…
AND now i really have a big incentive on my high dex build, cus our weapon dmg will be so high o.o

I like it the way it is.

It’s less about luck and more about chance, someone getting to +40 by simple luck will be a rare thing, if someone gets there will be because he tried enhancing like a million weapons before getting that one.

1 Like

Actually hardcore grinding rewards is what balance the game and don’t let paid users dominate PVP without effort.

Example: You can pay for a better gear & bonus, but a free user can match your strengh with determination and effort.

You want to take that away?

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I like how the OP completely ignore the massive silver cost to even attempt that many upgrades.

I might agree that +40 is too much, maybe +25 should be a cap, but I don’t really care, because:

Everything you achieve in your life is some sort of luck anyway.

Also take into account that all those +40 items are not too game changing, you can still beat someone who deals 10% more damage then you, if you are more skillful. You shouldn’t rely on RNG too much, spending hunderds of hours to become 10% stronger, but simply enjoy the game instead or find the way how to get advantage on those lucky players.

Though this excitement when you get LUCKY drop/enchance/whatever else is maybe the biggest fun factor of MMO games. Who’d like to play the game without RNG. It’s just like playing a clicker, where the more you click the higher you ranked, so those people who waste their lifes to click will be at the top.

Unless luck gives you uncompromised advantage over others, it’s only good. Complaining about RNG is the same as complaining about hardworking/rich people. “I can’t be as successful/hardworking as this guy, so there shouldn’t be a hardworking elements in our life/this game. Let’s set that everyone can work only 3 hours a day/grind only 2 hours a day.”

Luck is just as essential as your skill or time you spent.

They are dropped just like EXP cards. Though not sure about locations/drop rates.


Actually it scales with number of stars, so it’s more like % damage upgrade. So I think defense and weapon damage will be pretty balanced later on.

No…as I said it needs balance. Also I didn’t said I agree with the solution of op.

Both this and cash shop shouldn’t make ppl godlike compared to those who don’t have money or time…and it also not balances cash shop at all because those hardcore farmers can still use the cash shop too :stuck_out_tongue:

+15 sounds good to me. Just make it harder to get +15.

I doubt this would happen in iToS but would be pretty amazing.

Either way I’m fine. Those who get lucky, get lucky. I won’t be aiming for +40 stuff for sure but gotta give those neckbeards at the end something to work towards right?

I doubt OP ever played the game.

Last post 1 hour ago Joined Mar 6

Sure, but that’s something inherit of F2P games, to make cash/vip options sell they have to make players obtain some advantages with it, but creating powerful rewards for hard work give free players a fighting chance at least

Ohh and yes… in cibt2 it wasnt capped.

Highest i haven seen was an 46+ staff. Which had +900 matk in bonus roughly.

xD

The guy … hacked most likely. Caus eit was a candle staff…
But heck, we had peopel with 12 swords … or hitting the whole map at once.

Hackers paradise … regardless of where you went.
Hopefully imc has gotten the holes fixed… a bit.

^^

Many people with great ideas are pooping up now.
With zero knowledge of the game or facts~

It’s the “newbie wave” syndrome before a “realese/beta wave”.