Tree of Savior Forum

General game theming and overall design suggestions

Hello.

I just have a small suggestion, i think the lithuanian mythology adds to the game but after 250 levels of goddes-this goddes-that it really starts to bore me. I think that the game would benefit from going more into standard fantasy tropes and maybe something like biotechnology and steam power. Heres some examples:

Think biolab but more medieval with big copper and brass piping. Boiling cauldrons, both open and pressurized. They could shake from the volatile boil! Valves… steam grates and dark drain grates all that in warm bronze and copper in lively contrast to a nice green stone walls from big rectangular stones partially crumbling at places and with wam brown earth pouring to a halfcollapsed wide hallways. A mad alchemist table here and there and maybe some book shelves and storage crates and barrels. All crawling in failed experiments, slimes and brass plated creatures with tubing sticking out of them etc…

Another thought is a cold gray catacomb, that opens in places to a natural ice cave formation with the white, gray and blueish background contrasting to warm, yellowish bone coloring of the monsters who despite being undead seem the most alive and warm thing in this place.

We also dont have a black and red, volcanic cave biome, that would be interesting, It could expand on the drake monster type with couple of bigger meaner variations and maybe some flying dragon eggs as fodder with just wings sticking out of them and flapping.

We dont have a pine forest biome that would be very green, greenest is the jungle biome and its very cool but i think pine forest in a bright green variation would be something very cool and more fitting lithuanian geography, classic fantasy forest, sunny with blue and red speckled mushrooms.

Lastly i think a port city with ships that and maybe a wrecked ship or an underwater/seaside caves environment with pirate skeletons would be fantastic, it would expand on the current coast biome with maybe actual waterline and some wrecks on it.

I think the game is fantastic but the lore could be expanded with more themes that are not focused on the godesses, These themes could eventually culminate with something happening that is helpfull for the overall help the goddesses story but could be something diferrent. For example instead of having to free another of the goddes from demons maybe we go to the coastal beaches and caves to finaly find and wake from sleep a giant seamonster that will protect the coast from demons for the godesses? The focus of the story and its culmination being a giant seamonster having a dialogue with you and maybe granting you acces to one bonus location.

Lastly i think there should be more points of interest made, each zone or couple of zones should have a hub with a very characteristic elements. We are creatures that navigate and remember places naturally by landmarks.

Imagine if vera coast had a giant broken half of a ship as a hub with npc’s camping under the shadow of it or an giant empty shell of a crustacean.
Maybe some forest biomes could have a big tree ent sleeping as a landmark, with players and npcs camping in between its roots… Giant runestone on some field near to a runemaster or a dievdibrys npc. or a giant wooden statue? still in construction. Giant glowing mushroom as a landmark? Things that players could refer to when explaining where to go to players, Viltis forest tells nothing to someone who doesnt know where it is already… but if you could say “two fields from the giant glowing mushroom camp” that gives some sence of where to look.
Think about entrance to the mine in miners village. We need more things like that, that place is memorable and makes the zone more memorable. Its also important that names on the map dont stack on top of one another and the maps are connected in a logical way. You cant leave a map from west exit and arrive at a west exit in another map if you leave a map from the top you should arrive at the bottom of another map.

Last thing is the naming of the monsters and places. The places, monsters(and in consequence items they drop) have very weird names its not easy to remember where what is, This would help aswell as a simpler naming scheme. Infroroctor? Why not tortagan, tortuga, tortos… a turtle-ish name. Its hard to even pronounce the name and thats not good… Many names are tonguetwisters…

Thats it, sorry for the lenghty post i tried to be consise while deliveringthe enirety of my point across.
I can see alot of passion put into the games art and design, keep up the good work

Greg