Tree of Savior Forum

Full Feedback for the devs so their next game will be better - this ship has sailed already

This Feedback is for the devs to improve their game-making skills so that the next game might become something that isn’t with mixed reviews or in decline one week after launch.

Social Gaming

I will start with explaining how a game to play for a group is usually selected. Socialized gaming works a bit like this: Everyone plays their favorite game when nobody is around and branches out to test upcoming products that tickle their interest. If others are around they play a game together. With a bit of group dynamics knowledge you will swiftly see that your game doesn’t even have to appeal to the individual to make him play it. The majority will often overrule and you will play whatever the group play unless it is something that goes completely against what you normally play. This is normal. It is awkward to e.g. sit in teamspeak and talk while playing something completely different.

Lesson: You appease 2-3 individuals, but what you capture and plays your game is a group bigger than that.

Lets just briefly glimpsed over how you catered towards groups with Tree of Savior:

Most quests are completed faster in a group, because you share e.g. the herbs you pick up or at the very least you finish literally all of them at the same time. This is good.

If a high level kills a mob with a low level in it the XP is not touched. That makes it possible to powerlevel lower friends to a degree. This is good.

XP distribution is at least different to solo play. It is a bit confusing but never-the-less you get less xp per mob but still enough. That is acceptable but not good. A system that goes solo 100%, 2 players 110%, 3 players 120% etc per person is simply better from a social standpoint because it makes it always good to group regardless of density.

Running through a map as a group feels very bad. Everyone just does a little bit and mobs die left and right. I think it took several days of playing before I had to heal for the first time since everything died on the spot as the train passed through. It changes starting in downtown, but that is too late. This is bad

No catch-up possible. One friends goes away for 1-3 days - he comes back and is isolated. Dungeon lockouts are global so you can’t help him there. Your playtime you are likely not eager to spend in a fashion where nobody but one person is rewarded XP. Although the group could technically play with him on their level there are several mechanics to slap the group if they want to try: He cannot accept the quests, if the mobs are 20+ levels higher he will be a oneshot and not be rewarded xp anyway. At this point the only thing the group could do would be hunting lower worldbosses together or artificially slow down. This is the worst you can do since helping your mate that fell behind is either not-rewarded or outright punished.

The healer/ccer of the group literally got 0 items. I played the whole day in group not a single drop, because your round robin was broken. It still is broken, but at least now people split items. See you fixed that in the laziest fashion possible. Great that round robin does what it should have done from the start however the dievs wood doesn’t need to be distributed to the party. Additionally it showed everyone that these 3 options for distribution within the group were outright lies. They didn’t change a single thing and there is no way you didn’t know that. Pair this with the inability for many friends to trade each other it was the worst I have ever seen in a MMO gaming experience that steadily moves towards 15 years.

How about silver/item farming as a group? Silver drop is not increased in group play so with 2/3/4/5 ppl in a group you get 50/33%/25%/20%. Same thing for items. You can’t just go out and say… well let’s farm the venier recipe to sell, because you literally would have to farm one for the whole group (that is if the RNGjesus awards everyone exactly one, which will not happen anyway) since the earning of that venier can’t really be split. This is bad. It actively encourages to leave your group and go on alone unless you want xp.

So this is what describes your group within the game - how about seeing other groups? What does that mean for you and your group?

It means not enough mobs anymore, frustration, running simulator, KS orgies not enough channels or in short - Density. Literally everytime you see others you are immediately annoyed. Think that is good game design? Seeing someone else should be neutral or even a relief and not make your stomach hurt, because you need more time to quest, more time for everything. There is literally nothing positive you can do with another group, no group linking, no creating a raid. They are competition and that is it.

So when it comes to social gaming I reward you 0 points. You gave it no real thought, you didn’t care and from all the friends I started with only one is left, because you kept harassing us as a group making it difficult to play together

The next time you design mechanics make sure that playing together is rewarded above all else. This is what roots your playerbase. If you’re alone it is easy to quit a game, if you have to quit a game and friends or new friends you made it isn’t.

5 Likes

Your Economy of silver and items

Economy has several important aspects. One would be how fast a player can actually enter the market and purchase something he desires which is largely bound to the inflation. Another is how silver is acquired as a difference between low lvl and high level etc.

How is silver generated? Although there are some quests/questbosses that reward silver the absolute bulk simply comes from killing mobs. While initially it scales relatively good with the level of monsters this effect swiftly stops. That means when you talk silver generation you talk about dina bee/demon prison, because these are the best spots. Later you dont have the respawn, the density or the power as a solo char to keep up.

If a demon prison mob drops up to 750 with 40k hp a lvl 240 mob with 120k hp would drop 850 silver max. Since I already said that silver generation does not increase in a group the natural conclusion is that you will go to low level zones and solo the density there. The same is true for low level players. If a level 150 player wishes to earn money he will go to the constructor chapel and so on. This leads to people grinding stuff they already did and create more and more problems as more players reach high level. This is bad.

Valuable items drop from either mid-level monsters, dungeons or worldbosses. Worldbosses can have exclusive loot or stuff that drops later in dungeons. We all know how badly the worldboss system is designed since tanks and FS have 0 chance to get a cube on their own. As it stands worldbosshunting is a guild/group activity and opens the market up to be dominated by a few.

A little example on how most toy hammers are handled on femidian: You farm 2.5-3mil and buy it off the market since alone you will likely not find the archon even with the timer since he goes down in seconds if a proper group gets his hands on them. Again we have high levels actually doing low level content - this is bad.
Dungeons literally never drop anything. Even after 70+ runs on the 130 I didn’t see the petamion recipe, after closing in on 200 cubes @ 190 dungeon I didn’t find the venom. We could go on but technically for almost all items you will not be able to find them yourself. It becomes even worse at 240+ since the items cannot be traded anymore - not even with your own characters. This is absolutely the worst.

If I understand it correctly you can have one Earth Tower item of your chosing after 20 days of clearing it twice per day. However you can safely assume a 1% chance or lower drop rate for all items you want from the normal dungeons. So that means that you get one item you need every 33 days from a given dungeon. 3x 1% per day, which makes it less than Earth tower.

I have 5 chars now IIRC that run 3 dungeons every day and I can’t even remember how long it was that I found something good. Definitely more than two weeks ago. Taltx50, worthless item you didn’t look for. Best part is that most 170 weapons are not even worth farming since you can simply equip a white 220 weapon and be basically the same powerwise. Very bad.

The market in case you find something that has worth, but isn’t what you need a long chain of trade shouts begins, because the market will only let you sell it for 200k (which is a beginner trap and you can see more and more lucky shoutouts how they got aias recipe for 220k from market etc every day). So you basically have to search for someone that needs your drop and has exactly what you need.

To give you an example of what would currently be a trade that could be happening: You have an aias recipe that is worth roughly 2.5 mil and someone offers you 2x arde dagger for 1.5mil, 100 talt and maybe a goldbar or whatever. Now you think well with that you could buy maga bow recipe right? But no you can’t since the talt would be silver going into the next trade and the maga bow recipe cannot be sold for silver…
Extremely bad and makes you question: Why a market in the first place it is unuseable for most gear right now.

Ultimately outside a few mid level recipes from monsters you cannot gear your character yourself reliably. It leaves a bad taste in everyones mouth as far as I can tell. This is bad.

I will shift something in here that doesn’t belong, but I have to say: Yes it is rewarding to finally craft the item you wanted for so long. It absolutely is, but what you forget is that most often you won’t find that recipe yourself but you caved and traded it from someone else. This should not be happening.
Just make a talt vendor have every single item just like earth tower. Let the dungeons drop something specific and 30x that + a really high amount of talt = item you choose. Make gear during team swap lose potential again. Give people the chance to work for their item. Show them an “end”. You do this at maximum these many days and you will have it. Maybe sooner, but this is the limit.

When we talk economy of course we also talk pardoner/squire/alchemist. All shops are taxed by 50% that means for every million earned another one is destroyed. A very strong anti-inflation measure and I like it. The tax is good

You force all pardoners/squire/alchemists to go to highly trafficked areas and therefor destroy their prices. For pardoner/squires this means towns, for alchemists it means the market place. I am selling profit-less buffs for roughly a week now, because the earnings are low while being surrounded by 4 other pardoners anyway. It is no effort either I just warp to klaipeda, load up on 30-50k weight and move back. There is nothing they can do about it. This is bad.

I am not saying crafters should be gold-generating behemoths, but if someone throws a char away for profit you should at least make sure that it comes with limitations in a way that removes them from high density areas. See people could create buff hotspots close to the popular farming spots. If you want ideas for this problem just check different threads I made how you could have made the system better.

Overall the market/trading currency/item generation is the worst I have seen. People feel stuck on either gear or attributes literally all the time

All these restrictions are in the name of anti RMT and not only are they not functional they also never will be. You do not fight RMT at the market you fight them before they have currency.

Cash Shop

100 TP is 10$ or in other words one megaphone is 0.10$ which is more than whatsapp or writing a SMS. Now let this sink in: You create a system that forces people to use shouts to trade, shouts to get reinforcement grinding somewhere and you charge for it. You charge for people socializing.

You give the illusion of giving out free TPs while at the same time literally forcing people to make twinks for dungeon runs and they are all on the same free TP counter. This isn’t even bad anymore - you’re scum.

People go to a MMO to socialize and play - you do not charge that. You can restrict it to maybe 20 lines a day per character or 30, but you do not charge. At the very least you make megaphones tradeable via market. Like your big senpai Nexon does. See if you copy from them - at least go all the way.

Cosmetics slots are priced on CHARACTER GENDER. This is bad.

With the exception of Hair Costume enchanting there is no real P2W aspect in the shop. This is good.

Getting a top tier enchant for yourself has a worse chance than winning considerably at the lottery. That is bad.

I will imagine that you fix the price disparity and megaphone problem and then you get a 7/10 for this, simply because there isn’t enough variety yet. If you keep the megaphone pricing as it is you earned yourself another 0 and this is btw so bad that the next time I see your name pop up on a game that might interest me I will triplecheck if I even want to get into it

Reserved: Conclusion ///2ocharsdfsd

But @Pappus, why do you bother ?
Obviously the devteam have jumped ship already. Look at the state of the game, look at the state of the forumz, look how things (dit not) improve since iCBT2, look how they let everything rot. How many days are they working a week ? Four ? (note that there is nothing wrong with working four days a week, but it can’t work when apparently nobody is working the three other days)
Either theses guys are so incompetent that you shouldn’t expect anything of them, either they simply don’t care.

You should overcome your mourning and fly to prettier skies :slight_smile:

3 Likes

I don’t know how icbt was I never played it and at the end of the day maybe one of their devs strolls here and honestly wonders why the game they should love failed.

At the very least with the heavily delayed F2P access they got themself some kind of rebirth.

See this is a post that goes against the state of the industry. I can take what I wrote already and post it in random last MMOs or upcoming mmos and the flaws will be largely the same bar the market restrictions, which in their epicness of fail are on a whole different level.

See to me this hobby is not like fishing. If I was into fishing I could just do that by myself. Games I cannot make by myself so my hobby relies on others - which I can only hope to share my wealth of knowledge about with.

2 Likes

Seems that you’re not as disillusioned as me ^^’ (yep, I wanted to taint you)

edit :
Oh, maybe you would be interested in how was iCBT2 :

  • The token wasn’t a thing
  • You could freely trade silver, items with potential loss
  • You could open a “buy-in” shop
  • AH wasn’t restricted, you could sell as much as you’d want for how much as you’d want
  • Merchant shops weren’t taxed by 50%
  • You could extract monster gems
  • Mobs respawned as soon as their individual timer allowed it
  • Megaphones were sold by NPC
  • You had 5 runs PER dungeon
  • There was no dungeon matching
  • There were no Orsha, no 200+ maps, no R7 class, no hidden class, no Earth Tower
  • There was no global storage
  • You couldn’t claim exp cards for monster kills or exploration
  • Skills balance was globally worse, I think
  • Not a lot of bugs seem to have been fixed since then

So far, I would call the iCBT2 the superior version…

3 Likes

This reminds me that this game was sooooooo promising…