Tree of Savior Forum

Fun Time - How could you make the game lore/story more enjoyable?

New Arts system:

I’ve never understood how they present these “arts” as non-conform (i.e. they are created by people who never interacted with the goddesses or the Class Masters curriculum).
So how do they explain receiving them from the goddesses lottery after Moringponia died or as rewards from the Saalus clergy for protecting the holy torch from monsters?

If I had made the system, I would’ve gone so far and actually put clues in all these books around the whole world of TOS. There are so many ruins, tombs, monasteries with libraries they made and yet they don’t do the natural thing and make it a discovery content where the community actually has to research on it but instead make it rng drops that make no sense whatsoever.

Basically every single map nowadays is just empty with a lot of monsters.

I remember the post of the 2019 developers roadmap for 2019 where they wanted to expand on the expedition & discovery aspect of the game (even archaeology was mentioned) and yet the very best content to do that kind of thing [and the reason why it wasn’t discovered until now] was turned into another RNG treadmill for no reason other than save time to work on more meaningless grind content.

Discovering and learning arts should be part of the exploration part of the game so you can actually make use of all these meticulously designed maps.

Goddesses:

The thing I don’t understand about the world is how the goddesses work. They say during the mainquest that they lost their power by the demons stealing them, and that they need to hide till they regenerate their power. However, the player, who obviously has divine energy himself, cannot do anything to help them.

The worst part is that even the Clerics don’t even attempt to help. Why can’t they go to their altars, restore them, sacrifice some items and before all, pray?

Why doesn’t this game have a prayer mechanic where you can dedicate your devotion to any goddess and help her regain her divine energy?

I’d like to see the Clerics recovering the goddesses, and once they’ve done enough, the goddesses will become able to be called upon by their loyal Cleric followers to grant miracles and other effects[of course,just for the Clerics, not for the other class trees].

In the same way, the other trees should have similar auxiliary systems, with the Swordsmen bonding with the knights and delving into their lore, the Scouts bonding with the thieves and going through ruins explorations for hidden truths about the past, Archers bonding with pioneers & heroes on the front like Pajauta to learn about how the great cities fell, and Wizards researching on the Pandemonium of enemies with their colleagues, revealing who is behind everything, besides Giltine.

Every class tree path should be different, branching off and deepening the lore and understanding of the world while offering unique support options inside and outside the battle system.

At the end, the player should be granted a profound knowledge of the lore, an auxiliary call option that requires dedication [i.e. the Clerics collect relics and pray to the goddesses, the Swordsmen train the royal knights, the Scouts scout ruins and make maps, the Archers hunt beasts and gather monster information and the Wizards collect books and other clues on the enemies plans] and through that,
a casual but enjoyable gameplay mechanic that helps with both character- and world building.

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Goddesses bless you all.

Unless they make an official Visual Novel of ToS lore separated from the game itself. xd

Correct me if i am wrong…

The goddesses didn’t “lose” their power per se. Just got weakened due to the effect of medzio diena. Vakarine still has enough power to hold part of the demon prison. Lada sacrificed whatever power remained in her to defeat Gesti. The stupid thing was that these goddesses didn’t believe Laima and her prophecies. The revelator’s divine power mainly resides on the ability to reveal uhhh… the revelations (together with some OP qualities like immunity to things etc). and thru the various quests, the revelator does help the goddesses.

Agree on the prayer mechanic, although the game has a very shallow version on it thru the form of Zemyna. On a side note, the whole point of dievdirbys class is worship of the goddesses (although few) and these goddesses (thru their sculptures) shares their power to us.

The class specific bonding thingy, IMO, was a thing before. Way back before rebuild, we needed to do class change quests, in which we DO things that seem a bit relevant to the classes we change to (e.g. fletcher change quest is a gather materials - craft arrow test). Too bad they changed things and made all these class change quests an optional thing that rewards us a measly 100 attribute points. Though this class-bonding still does exist in the form of unlock quests (hidden classes, and unlock “title” for r8 classes) and the costume quests (coz minesweeper is connected to be being a zealot somehow /sarcasm)

About the irrelevance of class masters, yeah this is kinda true. i hope to see them more in the main quests like the Paladin Master on the Demon King Kartas questline.

As an endnote, if they want to make the lore more enjoyable, maybe add some more depth to it, and also puzzles too. and also gimmicks. bring back the relevance of gimmicks

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Recap of the story so far through YouTube videos and in-game cut scenes every 100 lvls or so.

A quick cut scene upon entering a new area detailing its backstory like it’s done in the introduction to episode 11 news article on the homepage for example, including a narrating voice.

NPCs in towns and normal maps being a bit more animated making the environment feel more alive.

A day/night and weather cycle could be especially add to the atmosphere with the distinct graphic and music this game already has.

the fact that Hauberk of all characters is probably the most likeable, interesting and sympathetic entity in the cast really says a lot about the state of the current plot.

Everything is so predictable and two-dimensional. The Goddesses are very boring, petty and difficult to care about. Their servants are rarely any better and the often awkward translation doesn’t help. I can’t count the amount of times I’ve wanted to out right strangle a Kupole because of how strangely annoying I’ve found their characterisation.

The thing that bugs me is that there is some nuance to the whole diplomatic situation with the demons, which could potentially be very interesting, yet we’re never really given much of a chance to explore or better understand it. We have no actual choices or agency in this story, just puppets for the Goddesses and their somewhat whimsical decisions.

While I don’t want something like a branching dialogue system or a morality system in the game, I would love to have some more class- or choice-specific solutions to certain quests and situations within the game. Let us solve a demon situation diplomatically as a sorcerer, surprising the Kupoles and goddesses with our mercy and earning their respect. Let us cure some of the various plagues, curses and sicknesses as an alchemist or plague doctor in a way that feels satisfying.

I understand this approach may not be realistic, as IMC would have to design many alternate versions of quests and/or possibly overhaul the quest system, but even thinking about this kind of interaction when it comes to designing quests going forwards would make them feel more powerful.

Better translations and characterisations of the NPCs and a less predictability would also do a lot of good. I want to learn more about the demons and their side of the story, and the various beast monsters affected by Metzio Deina, like the Khugeri or Panto who could possibly even become our allies if they weren’t enraged. This world has many cool and interesting character designs and some of the most charming enemy designs I’ve ever seen in a KMMO but they are all just fodder and evil for the sake of the plot. It’s so boring.

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Just give me a grind option to level up and i will not care about quest.

Making a different path for every base class with more participation from their masters as well as interactions and, if it’s possible, a town for each base class, kinda like Maplestory did back in the day, they even made the promotion unlocking fun

maybe a daily that requires thinking similar to the explorer gimmick involving questlines and characters would be cool, IMC did a lore event a long time ago

ya, why not

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huh? the waters dried up on the beach maps for a reason
that’s what the whole questline theres about
everything else ia gree with

there is so much lore in the game but most of it is left unused (unless you frequent the forums and the website),

what’s justina’s future plans for her lost family? where the ■■■■ does grita comes from? how does inesa hamondale feel about holding an entire city on her back? why do the other goddesses not trust laima? why did lucid winterspoon want to become immortal? how old are all the masters (sans the amjinas)? do they have goals aside from “everything we do is for the goddesses”? why do i enjoy the owl statues in kateen forest more than the goddesses? where did the demons come from in the first place?

((addendum because i don’t want to make a new post: all the good characters are so ‘good’ that it makes them stale and not as likeable as the antagonists))

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i just want main npc to help, a good example would be like the barynwell to astral tower questline,
its like, oh hello stranger, oh youre the revelator kill them for us. example the first time you encounter pbeta. the other archer just shoots the arrow and go away and it would be better if he is there shooting arrows while you fight things like that…

and as a lot of you stated above class masters are useless , they should just rename them to class item masters since its all they do now.

They should add more revelators or other npcs that help out in the story.
Most of the npcs act completely helpless and rely on you, and it makes things feel way too one-sided.

I think this is why Delmore questline is one of my favorites, because it brings the idea that there’s more revelators actively helping than just you.

I get when they’re like farmers or whatever that they wouldn’t be suited or used to battle, but revelators, guards, and other military personnel are sometimes stationed or travelling thru these maps… how are they equally as helpless and unable to defend themselves?

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I think this is a thread worth looking at by @GM_Francis since it was brought up by the most recent kToS dev post / blog as well.

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most of the masters have goals besides helping the goddesses

  • cryomaster does lots of research with shadow/pyro and he’s spied on by the royal army
  • corsair master leads raids with his pirates on the kedoran merchant ships
  • hackapelle master wants to marry the hoplite master
  • sage master wants to find books that the linker master has
  • the winterspoons are concerned with who runs the family
  • elementalist masters in love with the sorc master
  • some of the archer masters teamed up with the monk master as part of the chasers against ebonypawn
  • the goldennotes war with the pledge of the blade etc
  • the masters in the royal army helping to rebuild it

plus alot of the non-goddess storyline takes place before the game like the succession wars or the roxona civil war or the territory disputes

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Don’t forget there’s the 100 Attribute Points quests that also give some lores about the masters and the books that feature them.

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Be careful what you ask for, or we’ll end up with more NPC’s like Pajuta…

Just to add, if i remember correctly, it was said that there are quite a number of revelators, but only one (us) is the uhhh… savior (or something)

i think laima reached out to a bunch as a failsafe, although you have to remember no one’s been in contact with the goddesses for a long time which is why people seeing them in their dream was such a big deal

there’s also some lore a while ago that said the sadhu master was the first to receive a revelation in the modern time