Tree of Savior Forum

For trully an exploration game

would it be better if they also hide the main quest like sub quest from d start?

or make d quest stop at a certain point to remove the feeling of linear progression. i felt like we nid a quest where u can unlock things from game, like hidden things like maps or items?

i know this is like ro again but i remember i enjoyed the exploration when i have taken a quest from an npc that will reward u to unlock some part of morroc where in that map u can get item recipe to make bapho horns… and to create bapho horns. u nid another quest again.

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I was thinking the same thing while playing. Even if the side quests were hidden, it still felt a bit theme-park-ey to me just because the main quest weren’t hidden. I made an effort to do the side quests but I kept having the thought “This was hidden, therefore it’s a side quest, therefore it’s unnecessary. I should go to the next part of the main quest.” If they hid the main quest too, I think it would be more interesting.

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yeah! :3 it would be more interesting, since u will actually explore the game by discovering stuffs!

more exploration, more fun! thats y we play mmorpg right? :3

no, thats why u play mmorpgs :stuck_out_tongue: this doesnt reflect evryones desires of what to do in a mmo… the way it is atm is pretty balanced, u need to explore to find your sidequests, u prbly need to explore for the hidden classes(or maybe quests if they have some) and the mainquest guides u from map to map, this seems to be pretty balanced for evryone, guys who like to explore, or guys who dont that will just follow the mainquest and grind instead of looking for sidequests, that makes it still up to users choice if u want to search those quests/classes or just grind and follow your mainquest

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soka. :blush:

20 chars. :3

Hiding the main quest, I’m not sure this will be a good idea.
In a game like that, there’s a story to follow, that you have to always keep an eye on it.
Searching for hours for a cruxial NPC may discourage a lot of players…

That’s why side quests exist :wink: Hidden quests/classes/chests, extra recipes/skills… So much possibilities.
It’s already enough to have a great exploration experience in ToS :smile:

I think that it’s ok to show the main quest, and it’s ok for it to be rewarding in the beginning of the game, because following the main quest is a good way for players to have a common knowledge about the game’s lore, and if players that want to continue to get deeper in the lore they also have the choice to follow the tracks of the story.

IMHO instead of hiding it, I would just make it less rewarding (in terms of exp and drop) than plain exploration / grinding later in the game, this would encourage players to explore the world by themselves instead of having to follow the quest track line, or maybe make the quest split in different story lines later in the game… but in the end this is just my opinion and it’s depends on what kinds of actions the devs want to reward in their game xD.

2 Likes

in my opinion the main quest should remain as it its… making it hidden still become as it was not hidden cause someones gonna make a wiki about it making it boring =V people will use wiki as always (not all though)… so its useless even if its hidden. nontheless… hiding the main quest is nice too :+1: i guess reading spoilers from the net makes the game dull/less adventurous… just saying though =3="

on the other hand, side quest is better off hidden because its not that important thus making it unpopular for non adventurous gamer(maybe?). not that it matters though… players still gonna find them and make a wiki/guide out of them =_="

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side quest is better off hidden because its not that important

this was actually my concern. i made an effort to do the side quests but there was a persistent feeling that they were unimportant. this was made worse by the distinction of side quests from the main quest by hiding them. the player should have a reason to look for the side quests or why bother doing them? maybe grillo’s idea of making the main quest less rewarding may help.

re wiki/guides, i’ve always thought that was part of playing games.

but i think this is where the opinions of players who like to explore and players who like the theme park mode will differ. the game can’t cater to everyone’s tastes so it will end up inviting a certain kind of player and alienating another. the developers just have to pick which they’ll prioritize or will be most profitable to them.

what the, why would u hide the main quest unless u want some players to quit the game at early lvls?

how bout making d main quest stop at some point, then continue again in a map that is not so close/near to d stop point? caus when i played in CBT, i have traveled most of d maps because of mq.

EDIT: maybe theres a skip at higher maps? idk havent tried higher lvl maps. but as for low lvl maps, yeah it gives a linear progression feeling.

what if theres a map where u dont actually see main quest at all instead it is full of sub quest?

As it stands now, it makes little sense hiding the main quest because it’s a linear progression, and it also incites players to explore the new areas.

Now if there were SEVERAL main quests, with branching paths, I would support this idea.

What I would do is make the main quest appear less often. Currently it’s full of filler content, especially along the way to each “tablet” or whatever. I’d just prefer if the main quest read something like “Recover the ancient Tablet in X place”, and you’d get there either by doing sidequests or just going straight to the final boss of the zone.

That actually happens a couple of times. The first point occurs after you get the revelation from Kvailas Forest. Then the main quest continues at Rukas Plateau which is quite far from there.

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I don’t get why the fuss… can’t the UI have a checkbox for “Track main quest objectives” and “Track sidequest objectives”, so each player can check what he wants. Games made 20 years ago already had this.

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Keep the story quests unhidden, but make the hidden “side” quests more rewarding than the unhidden story quests. Makes sense to me – The ones you have to put effort into finding should be more rewarding; this will also make them feel less like unnecessary sides to the people who would otherwise ignore them.

(They don’t even need to always give more exp… The hidden quests could just be more unique and also offer rewards in the forms of special gear or head accessories.)

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If the main quest was hidden many players would wind up losing purpose and leave the game out of boredom from grinding.

Still, this game in a sense to me is looking like it has elements of the Morrowind series in it.

You got a linear story, but you also have a ton of hidden side quests telling their own stories you can pursue. Past the initial point you can basically ignore the main story and just focus on exploration and do what you want.

Most of us have only seen part of the initial section, which would explain why there are so many people who fear this game will be really linear.

After level 70~75, you have to search the maps and quests at your level to gain enough exp cards for leveling, also those add a lot to the exploration and explanation of the story, you will find that despite its appealing and anime-ish visual designs, the world of ToS is a very sad and depressing world of war, hatred, tragedies and griefs.

Even up until level 70, it is only the end of tutorial of the game, it’s only natural for a tutorial to feel linear, but things get better after that.

Of course if you are all about grinding, getting higher levels and items, gears, etc… Then it’s the same for every damn game.

P/S:Oh damn, I didn’t realize that I necro’ed, but whatever.

The quest, story and map system are really not bad, at least when compare to many MMOs I’ve played.