Tree of Savior Forum

How IMC increases game difficulty is really worrying

Yup, I remember you. :> Here’s a throwback to another debate/argument thread:
http://www.aeriagames.com/forums/en/viewtopic.php?p=18701817
"I will stop here because all my friends say : “If u argue with him, u will same him”

And nah, my feeling’s won’t chang–

The xp rate is actually around the same rate as iCBT1 where you can say that its at 1x exp and where iCBT2 was up around 12x. Killing 3-5 mobs gives you about .1%, so you can say that the mobs gets stronger at the cost of the mobs giving less xp lols

Sure, even though I said “I’m not trying to be specific, I’m just throwing out suggestions”. In the end, I want IMC themselves to decide but definitely not more artificial difficulty. So yea, instead of making a fool out of yourself, go backread first.

may be in such situation party should taunt not all mobs in one time, but taunt one after another. And party with some “leeroy jenkins” players should be dead (or use 50 revive stones).

50k one shot aoe in instances will make players have in party:

  1. fullcontank with max armor and block, who can taunt mobs one-by-one
  2. melee dps linked by linker to range dps
  3. range dps who dont run insane into the center of battle, but shooting from distance
  4. healer with maxed stats and skills for heal and support, with voice chat with tank (to place heal circles not under tank (not to be killed) - but in places with coordination with tank.

in the most interesting games, in instances, there were unbreakable rules -

  1. tank is tankig
  2. tank is taunting
  3. dps stands in blind zones of mobs because some mobs CAN oneshot everybody except tank
  4. tank and heal HAVE to be in voice chat to coordinate their skills, movements and tactics

and it was interesting, it was challenge, every dung run was a victory. And “leeroy jenkins” in party brig all to death.

what we see now?

  1. everybody runs their own way, taunting as much as everybody can
  2. tank with dps build with no points in CON and only 1 circle in peltasta
  3. no voice need
  4. no coordination
  5. heal with dps build without buffs and heal
  6. no need special buffer in party (chrono or thau for example)
  7. no need controller (cryo), no need linker in party.

You think it is interesting game? IT IS BOOOOOORING!!!
its fun for 2-3 times, but after it will become like grinding spots.

  1. may be IMC should give all the mobs at least one skill with “highlightened area before strike”, i agree.
  2. but great damage should be in game, especially in dungeons (not every mob, but 1 of 10 for example)
  3. and i agree, in dungeons should be some scenarios, puzzles to get more fun (not only kill mobs, but think, run, jump, find hidden areas etc).
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I think you should finally understand that the people who agree with me doesn’t mean they want the easy enemies back. They also find the game easy as it is but the problem is how IMC increased the difficulty in such a way that they just made the enemies overpowered than giving something more challenging or something more engaging. Again, we all find the game easy as it is so we’re looking for an increased difficulty, but leaning towards artificial difficulty is more boring. Overpowered enemies by increasing their damage/density just to make the game harder is one of the laziest way to do this.

6 Likes

i think that now there were two possible ways for IMC:

  1. get mobs stronger (just increase power of attacks, as they did)
  2. start kOBT summer 2016, but research and test some interesting scripts for mobs.

for now 200 lvl can be reached in 4 days. and 0-200 lvl its just some educational period of gaming. i think, that true cool scripts should be in endgame content, in 400+ lvl locations for example, after at least 2-3 months of playing, when player become bored from simple mobs and simple quests.

For usual player, who spent 2-4 hours per day in game, now IMC give 3 different ways to play:

  1. questing with interesting storyline
  2. dungeons for fast leveling
  3. grinding spots to get some money
    you can vary your gameplay every hour if you bored. and wait for some months for introducing some interesting scripts.

Now you want to have perfect game on early betatest stage. You are looking funny =). have patience. wait for high end content (sieges, events, admin controlled world bosses etc).

/////

50k one shot mobs in dungeons: look for another MMORPG, some dungeons players cant finish for 1-3 WEEKS after OBT starts, and only then some party find some trick, need of CC, equip or tactic to reach victory. I think IMC should make dungeons 5-10 times more difficult =) (not increasing power, but (for example) giving mobs some combo skills, so players have to divide mobs to win)

P.S.
and about scripts, do you really want true AI in dung? What will you do with players while being on mobs side?
in this situation i first will hunt, focus and kill healer, then dps, then tank =)))). no chances for party.

2 Likes

I haven’t played ToS but from the looks of it Dream does have a point.

In other games, (not just MMO’s and RPGs in general) High damage moves have low accuracy, or some kind of drawback to balance out the damage output.
Conversely, high accuracy moves tend to have low damage output to compensate for the fact that they will always hit. (Think Fire Blast vs Ember in Pokemon)

High damage + high accuracy in a single move will definitely cause some balance issues.

As for how IMC can address difficulty scaling as the game progresses, they should create knobs (if there aren’t any implemented now) that they can tweak to make each mob different from the other.
RO had many knobs (Attack Speed, Movement Speed, Element [with levels that modify element interaction], Race, Cast Sensor, Assist, etc.) that developers can use to differentiate one monster from the other. A ranged monster’s normal attacks are too strong? Lower it’s range and consider making it stationary. High exp mob has sky high defenses? Lower magic resistance so that mages can have something to have fun with. There are a lot of ways to make monsters interesting aside from giving them over powered skills.

I think all in all everyone wants to have a good time playing this game.
It’s just that we have different opinions on how to make the game better.
And that’s okay, your opinion does matter, but remember that the opinion of others matter too.
You need not to agree, but at least respect each other.

ok =). it is directly like you said. But one little thing - there are only 3 mobs per 100+ maps with so very unbalancing power =)).

also there are easy to find party with heal or tank to finish location with OP mobs

And in all other situations mobs are so weak, that nobody need tank or healer in party, except dungeons created for 5 players party. And even that dungeons (some weeks ago) can be finished by glass cannon mage SOLO without spending any points to HP =))).
okay okay, that glass cannon was in iCBT… but now ive seen another glass cannon archer (twitch stream), who grinded royal mausoleum without party and without any difficulties.

It was similar to icbt1 rates on the first day, but this was changed. Currently it seems like it is still iCBT2/kCBT3 rates.

As for this discussion on difficulty, I had no issues in a party with a healer, and playing as a tank that held aggro. Seems like these changes promote party play a lot more.

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I give up. You think too narrow.

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I do have mixed feelings about that. I’ve been in generation where punishing zones were the norm. The game world actually felt dangerous and you felt like you had to band together and it really did force the party play. But with that the exploring felt so much better because it felt good to get through a difficult area to see what was on the other side. It was really good in a lot of ways. And that feeling of accomplishment from just exploring is probably something younger gamers aren’t ever going to get as much.

But… even with all those positives I still recognize this is a different climate then what we had back then. Players of the old MMOs where heavily invested in the game. You’d generally pay up front then be paying subscription fees. You had a real reason to master the basics of the game. Modern games now though. Are all about approachability and that is even more paramount in F2P games where players can walk away without feeling any real loss. Maybe it fits with some people? But more likely it’s just reducing the niche more.

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It would be nice if they made Solo Play hard or inefficient to do…
But not impossible just impractical for those that want to grind fast…
I like playing solo most of the time and just enjoy traveling around the world.

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looks like game turned into tree of tedious ■■■■; then again, rest of game seemed linear in some way, nothing dynamic about it.

its like i’ve already seen all this before elsewhere & found it boring.

I was hoping ToS would be different from the usual trash that is mmos, where something good is always an exception.

oh well xD

To play devil’s advocate for a moment:

Lots of MMOs keep players by being the game they play with friends. This move to stronger enemies and forced parties earlier on my be an attempt to force players to make social bonds, and thus become invested in the game more.

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at first i agreed with OP. putting overpowered monsters that can one shot u in low level area is not a good way.
but after a second thought, mainly, thinking about my RO days, i realized it’s a great idea to increase the game difficulty! It will also be harder for bot to farm stuff in this area.

3 Likes

they should add some more interesting stuff, like random events/patrols/elite invasion/zombies magic circles, etc… just to add awesome to the difficulty.

Random Grim reaper increases difficulty.

nearly 70% of game content easy for solo play. 20% hard for solo. 10% nearly impossible for solo. what else do you want? =))) 100% solo content? may be you dont need any MMO game? =)))

2 Likes

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