Tree of Savior Forum

Getting real tired of Death Teleportation

I think you are more than justified to be bringing up an issue that is personally annoying you in this game. So I don’t get why people are being so outright hostile to you in this thread.

I personally don’t have a problem with current re-spawn mechanics. But I respect your right to air your grievances and I hope others do the same.

3 Likes

They are simply trolling because they are still stuck in the level 140-185 range

I dunno, i figured ppl would complain more about the durability dmg from death and the gem dropping (which isn’t that bad if you use storage) than the respawn walk back.

I saw this and am currently dreading the higher levels…

I agree with a lot in this thread, both by players who disagree with OP as well as the OP’s initial concerns.

Yeah, as a punishment for dying it’s not too harsh. Walking somewhere is better than losing material goods or progress. However, as seen before, IMC has a tendency thus far to make penalties for normal mechanics instead of glorifying the benefits of having a premium item. I mean just look at the trade system we have. They penalize what has been normal in nearly every game and hide a somewhat normal experience behind the token-wall. This is no different.

When you use your warp stone in a map it doesn’t take you 5 maps back, outside of the area completely. It takes you to the beginning of the current map. What is happening is the penalization of normal play to justify Soul Stone purchases. Instead they could have made it so that normal revivals take you on the same map (as in many maps they do, which is inconsistent to the maps with multiple levels taking you outside) and allow Soul Stones to retain their full-heal and damage immunity period but maybe also ensure your equipment doesn’t get damaged when using the Soul Stone.

This would be glorifying a service as a convenience item without first creating the inconvenience artificially by setting the player back 5 maps as it does on only specific maps.

those are easily to deal with tbh. just store gems+ you never really get a lot of gems.

And durability has always been a part of most mmos. however your equips usually survive 3-4 deaths or a ton of damage. so generally i wont be repairing much unless i dungeon where i die on average once a run because im an archer who can get unlucky

So this has happened to you only once and maps like that are on the rarer side then. How about calming down and getting over the precious less than 15 minutes you’ve lost?

@chronosanct

Erm, because he happens to be rather openly hostile too when other people brang up their opinion on the situation? Most people think it’s justified that there’s penalty when you die and this one is on the easier side compared to many other games where you’ll lose exp for dying. If he didn’t want to discus about this matter, then why did he post it in the general discussion sub-forum instead of general feedback or suggestion?

OPENLY HOSTILE WOOOOOOOO-EEEEE thats a kicker

“sigh… kids today need others to hold their hands. Games back in the days were much more punishing. In RO, you lose experience XP when you die. In lineage, you could lose certain equipped item. I’m pretty sure ultima online and dark age of camelot had something similar, but I never played those. Now people complain about walking back? How about try not to die in the first place?”

I mean if this comment alone wasn’t the starter then idk what bro

There was no constructiveness to the comment, it was demeaning and continued to basically offer nothing except dont die

fallowing were multiple comments saying don’t die as their opinion which is the no ■■■■ sherlock comment we all needed for a thread like this

Or even de-leveling

In RO you’d lose like 10% or was it 1% i forgot from both base and job for dying… and in later levels in that game getting that much would take HOURS, compared to just having to walk back a few maps you’re not losing that much time.

Edit: Either way, while i dont think that having to walk back is a very harsh penalty, i do agree that the actual teleportation you’re taken back seems very random in field maps (in non-instance dungeon maps it makes sense to kick you all the way out).

I personally think you should get teleported back to the last goddess statue or back outside for dungeons like it is. That would make more sense and you can actually teleport somewhere. This will still cause you to walk a ■■■■ ton in areas without one for a while but again it actually makes sense. Overall the punishment is very soft as is and I prefer it stays this way. I like games where death matters as it makes you want to say alive but also its not on games where you have to grind that you are not punished much. Makes grinding much easier and less annoying in case of screw ups.

And less people blaming it on the healer for their death :stuck_out_tongue:

1 Like

i was expecting a Harder penalty example from a harder game xD

If anyone played tibia you know what i’m talking about

In PK worlds, players killed you, penalties:

  • Lose level
  • Lose Magic Level
  • Lose all other skills level (distance, sword training etcetc)
  • Lose all your backpack and most of the items equipped items
  • Returned to your “native town”

now that was a penalty, to put it in better words… if you died you will lose hours of grinding, and you will have to walk from Orsha/kapledia to royal mausoleum xDD.

what a crybaby dude :stuck_out_tongue: git gud.

Well here is a non hostile response.

Im sorry you died. Dieing sucks, but we all have to do it eventually.

But many other people including myself think that this “penalty” is more than justified for dieing. I was honestly expecting them to bring back losing exp on death and was pleasantly suprised that that did not in fact happen the first time I died.

But regardless I think they need to focus on many of the other (very broken/poorly implemented) things in this game that are actually effecting us all every single day. This “problem” as you seem to think it is, is vastly outweighed by the plethera of other things that need polished up or just plain redone first.

I see a lot of people bringing up old-school games. I’ve played a lot of them and understand that they were more punishing, but getting all nostalgic and looking back isn’t constructive at all. Penalties in the past are irrelevant to this discussion.

That being said, I don’t mind this penalty. However, OP is completely correct in saying that it should tell you where you teleport to for (1) clarity’s sake, and (2) to determine if using a soul crystal is worth it.

Look at this beautiful map ! Theses stairs ! Theses skulls ! This calm before the storm !

Agreed

Pretty sure it isn’t as easy to be a healer as it looks either. I am sure there is a cool down that prevents them from spamming heals. I could be wrong since I ain’t a healer. But this is a topic for another place so I won’t continue.

Man…the exp loss on L2 was brutal, especially since it was open pvp. RO was 1%, so it really was only relevant on the higher levels, plus you couldn’t level down.

Too much death penalty means less raid/mission participation, too little means you can just die over and over. So I think RO had it right.

Maybe you’d stop dying if the game had perma-death.

Though your original sentiment I disagree with, you bring up a valid point here. It should say, in quotations, the ‘safe area’ you will respawn in.