Tree of Savior Forum

[IMC] How to fix the queue times and encourage team play. [UPDATED]

I stopped Qing for xp the moment I ran out of trash cards to feed my werewolf cards.

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Yeah thats why I had the big rewards to give players a reason to.

Maybe a cube that drops a random card for max level players using the queue systems? I could see that getting people to queue.

I know this is out of topic but what dungeon/mission gives the most card output in your opinion?

I mostly solo rush 130 and or 190 (the only 1’s I know that have at least 2 bosses that can both drop a card and have a cube - 240 has 2 bosses but 1 doesn’t drop a cube). I solo rush because the card is guaranteed mine it the boss drops it. On my other toons I solo rush 90 (because it’s easy and any of my toons can do it - my 90 ish pyro and paladin could do it)

well i mostly level new chars, so yea. they give good exp and drops for that.

But other then that, i think in general the dungeons and missions start to fall off big time at higher levels. They need to boost it. Specially the 160-175 dungeon needs some attention.

But still, for most people that just start out. they won’t be standing there for a hour waiting on a dungeon. Specially if they don’t general shout they will be stuck there forever waiting on nothing and quit doing dungeons all together right after it.

Sounds like it could be a solution
However: no autojoin from everywhere… yet you should only Need to visit the dungeonportal for registering - you should be able to play for as Long as the Queue goes

IMPORTANT: add a ā€œI am readyā€ menu once all 5 are found to ignore afkers - everyone hates those

Additional: When the Queue takes more than lets say 30 minutes for the first one, a ā€œI am readyā€ button should appear for ALL currently in the Queue that state "enter the dungeon with 2/3/4 ? and if all agree you will begin the dungeon with less than 5 Players - the mobstrength will scale down aswell to make it fitting for the given playercount - maybe even loose a bit of exp but not much

This would make queues more dynamic

I waited Saturday night at 9 PM EST, which means in North America it was between 6-9 PM, peak hours, for forty minutes at the 190 dungeon que. Less popular dungeon? Maybe. Normal for an MMO? No. It does have a semi decent que during the day compared to night. Every other MMO I’ve played I could get a dungeon run at any time of the day. Perhaps I’d have to wait thirty minutes at most, but for actual experience grind, I try not to miss between 5 PM - 8 PM EST on ToS. If I miss that window during the week I wouldn’t even bother.

So yeah, something needs to be fixed. Pretending that’s normal fixes nothing.

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Your ping is an issue ? REALLY!?

So you prefer not to do your dungeons/missions or only after hours of waiting just to have a good ping? Whoever mentioned the ping has issues…
Instances and missions are no competitive business. As long as you get them done all is fine.

Some remote form of competition is instead created by the current system. People cant afford to wait out the minute or 30sec after clear cause you must get back into the queue asap. If you dont, the four you did a run with get matched with randoms that joined the queue during your run, meaning you have to sit out due to lack of players. Does of course not count on the final run with that character.

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Thanks, ill try 90 too. Im already level 200+ but I doubt a support build can clear 2 bosses fast enough

1:40 server time in klaipeda. Just spent 45 minutes for fedi mission as a lvl150.

This needs to be fixed ASAP. Wait times like this are not acceptable for any game.

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I was asking about cards and 130 drops 2 cubes aka more drops and if I skip mineloader, ill lose the chance to get a card from him.

But if it’s just for silver, sure, ill take your advice and skip him too

I almost never find a full run for 145 or 190 and when that happens and I feel like using up my run counts, I go rush 90 for the chance of arde. I have support chars so I can’t solo 130 boss even if I tried T.T

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yes thats true I queque theres even 2-3h O.O just to see if someone rlly someone where there …

I would rlly love to see a cross-server QueQue

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Cross-server Q’s wont fix this if there is simply NO ONE in the lv range to go with.

currently, its cross region… Telsai queue together with Varena

Klapeida queue with Orsha i think…

Fedimian is solo.

if we can make it Cross All Server, we can atleast have higher hope someone somewhere is playing TOS

but Class Reset, you dont need to do leveling again, so no1 will ever queue low level dun once they reached lv280

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no difference since most people don’t make new alts anyway

they just play one or two characters. or else rather quit the game.

class resets can get some to stay and attract others to return but more work is needed to fix the CORE problem of boring questing and 3 fps.

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This is why I suggested good rewards for max level players for doing random queues outside of exp and silver. Give them stuff they want like random cards and crafting materials to sell.

If they have a 100% chance at a card and a chance at a good material they will most likely queue up.

well, i dont know how imc gonna code that to differentiate above 24level than the dungeon and have separate RNG for the cube,

but currently, everyone suffer from the merciless rng… cards n material are already in the cube

also, its not imc fault that u players go and rush dungeon, rush is especially toxic to the game. Not sure who started the Rush Dun shitty culture…

Maybe instead of 1cube, players 24level above get 3cube?

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These are just my opinions and how I feel what could be attributing to the long queue times and how IMC could remedy them. I won’t advocate any as confirmed facts as it is based on my own observations and thoughts on the game. Sorry for the incoming wall of text.

The queue times have been slowly but steadily increasing even during the peak hours over the past few months, most probably due to players leaving, lack of new players trying the game or people just not interested in the dungeon due to lack of reward or lack of worth of reward for the time investment. At first when I started 3 or 4 months ago I would do the dungeons according to my level as an exp source but since around 1.5 months ago I stopped that due to lack of parties queuing. Instead I now pick a dungeon which gives the most investment for my time, it could be the lvl90, lvl130, lvl217 or lvl240. I’d balance which would be more worth doing to attain what I require, for example OP said he/she opened 500 lvl130 cubes but got no Petamion, then with hindsight/foresight whichever point in time you decided to farm, you could just farm the lvl90, sell the daggers and buy the Petamion. Now if a significant player population did that then people in the lv130-140 band would just skip the 130 dungeon to instead farm the lvl90 and buy the Petamion as they quest and grind to lvl145 till they reach the next dungeon that is if they want to do it for exp. Also another implication would be, people who rather just speed run lower level dungeons for profit, an item they want or an indirect way of obtaining their item, ie sell daggers to buy petamion, rather than do dungeons within their level range then the higher level dungeons get neglected and thus the queues get under populated. In my experience getting parties in the 160, 200 and 217 dungeons were quite difficult so I didn’t bother with them as you’d have to invest several hours in just queuing. The 175 and 190 dungeons were not so bad but still had significant wait times plus you had to camp the queue during peak time and get the players who haven’t done it yet before another party takes them and use up their entry counts. Thus to sum it all up, dungeons have long queue times as they do not have a strong enough incentive to get large quantities of players to queue up for them as a source of exp within their level range or even to farm them besides the odd few low level ones which they rush solo or with a select few friends.

Besides the obvious technical issues like crashes, disconnects [world not load errors and others], FPS issues etc that need fixing to encourage player population growth, I believe IMC went over board on the item grind. Granted there is a small portion of the population that enjoy the item grind however as someone who posted somewhere above admitted they are a niche and thus, if people wish to keep this game as a niche then they need to tolerate that, this game won’t grow much and instead will either stagnate and maintain a stable small population or go on a slow decline as it is doing currently which means, queue times will just either stay the same as they are now or get longer, no amount of complaining will fix it unless people start accepting, maybe IMC might have to ā€˜casualize’ the game to expand the target audience, though I don’t really agree with the derogatory sense people give to the term ā€˜casual’. I remember reading in some thread in the general discussion forum where someone posted an interview with Hakkyu Kim saying he originally intended to create this game as ā€˜fun and casual’. I wouldn’t call grind ā€˜hardcore’ nor ā€˜midcore’ it’s just tedium, a chore as it does not require skill, just time and time isn’t something everyone can spare in large quantities to a game, though I feel the portion of players who can spare probably between 1-4 hours a day on this game is far greater than the players who can spare 4-10 hours per day on this game thus if you want to keep it to a player population consisting of those who spend 4-10 hours day on game then expect the lower server population. This game currently feels like a chore, mundane grinding for that tiny fraction of an item, a fraction, not even the whole item itself. For example it could be a shade runner recipe, got to grind a few hundred monsters for that, spend a few hours or more if unlucky as it’s a DPK item someone else could snatch it in front of you. After obtaining that . . . well the ā€˜enjoyable’ ā€˜work’ [emphasis on work] of grinding around 3k-4k monsters per medakia decoration is to come, and 3 of them are required which will take several hours or a few days of pure grind if you have to do the full DPK alone. Another example would be the Venier and the 12 lizard ambers. I went through the Venier grind, bought nothing, farmed it all, recipe and ambers included but the Medakia’s put me off, I wasn’t masochistic enough to go through it. So I feel grind should be toned down to increase the enjoyability of the game, not removed but alleviated moderately which could entice new players to join or existing players to remain interested in the game and stay as opposed to leaving due to boredom/frustration and thus due to larger server population, the dungeon queue population would be boosted and usually what comes innately with large populations are diverse player times which means decent queue times won’t be restricted to just a few peak hours and thus will be spread throughout the day more, ie more morning/night time runs rather than just early/mid evening peak hours. Reducing grind could be done via a variety of ways, could increase the spawn quantities and rates (decrease spawn time interval), increase drop rate, cap the lowest drop rate to say 3%, reduce material requirements for recipes and many other methods. While on the topic of reducing material requirements for recipes… recipes such as venom can be rather ridiculous, requiring 43 Gepetto Leaves which have a 1% drop rate from a mob with low spawn quantity and rate, also almost half of the Gateway of the Great King map (Eastern Half) is devoid of monsters and there is even a repeatable kill quests asking for something like 15 kills per turn in when there is nothing around to kill… Going further on how over tuned item grind can be detrimental to the enjoyment of a game is botting. All games will have RMT botters however very/extremely grindy games will attract the most personal botters. If people found grind enjoyable they wouldn’t personally bot (or AFK farm) themselves for rare materials or silver nor even buy silver from RMTers but not everyone is brave enough to bot due to fear of being banned so maybe those who refused to bot or break any rules will leave the game though there are those who suck it up and stay for whatever other reason that keeps them but it can not be dismissed that some will quit. If the current levels of grind was fun then there’d be less afk farmers and less personal botters. Bots are definitely a deterrent to population growth hence queue population growth but it also seems AFK farmers are frowned upon and disliked which I have observed from general reading of the forums.

Boss cubes are also a source of grief, to farm 2 or 3 entries a day only to get talt . . . if unlucky you could spend 100 cubes (a month worth of cube grinding) trying to get a 5% drop rate item (luckily hasn’t happened to me) which I would find very depressing or even maddening if it happened and also a decrease in my enjoyment in the game depending on my level of tolerance on that day, it may be different for others, some may enjoy the game even with such let downs and disappointments but I think the majority of people would feel the former rather than the latter. The same applies to World Boss cubes, compete against those same people in the same guild hogging the Boss, camp several hours to get the spawn time then go against the odds by trying to get one of the DPS rankings on Boss against the guild hogging it only to get… talt… Thus I feel the drop rates of items in Boss cubes should be raised moderately so that they don’t give Talt/Cards 99% of the time. This could boost player enjoyment which could attract new players to join and retain them or keep existing players interested in the game and with every new player that joins or is retained, dungeon queue populations are maintained or expanded.

As for server merges and cross server queues, merges are fine for same region servers such as the SEA merging with SEA servers and the NA merging with NA, however the EU and SA only have one thus they don’t have anything to merge with. Merging servers from different regions would just disadvantage the region who gets increased ping, further detracting enjoyment from the game which could deter new players joining or existing players from staying. Cross server queues, again would work well for same region servers but for an international cross server queue, one region will have to suffer increased ping unless IMC actually invest on a very good server that would give low ping to a wide range of regions around the world. If they are willing to successfully implement an international cross server queuing system that is not detrimental to ping, they should do the same for PvP battles.

Thats all I have for now, again I don’t advocate any as facts, they are just my personal thoughts on the game based on my observations and experiences.

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