Tree of Savior Forum

In-depth Comparision to Ragnarok Online

Introduction

Warning incoming huge wall of Text. But hear me out.
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Although Tree of Savior, in it’s own right, is its own unique game, it doesn’t take a genius to see that a lot of the game was designed with Ragnarok Online (It’s predecessor) heavily influencing it.

What was Ragnarok Online like?
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Ragnarok Online to me was the greatest game for its time in terms of Korean MMORPGs, and is still a great game to this day.

Why was Ragnarok Online it great?
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-The Art Style was good
-Great BGM (Kreygasm @ Prontera)
-Kawaii Hats
-Competitive bossing
-Hard Grind, but also very rewarding
-RNG
-WoE (This is the main factor)
-Grounds for Socialising
-PvP was pretty smooth
-Players developed their own mechanics and skills (Two Stepping/Crtl Stacking in WoE, Double Strafe stepping, Vertical Fire wall)

Ragnarok Online was my all time greatest childhood MMO, so much that I, up until ToS was released, was playing in private competitive WoE servers just because how good WoE was.

Here is a video of iRO Scrubs in action in a server ran by HotshotGG called GG-RO.

Now for most of you who didn’t play RO, you guys are probably thinking, wtf is this ■■■■. Basically in RO the skill effects are just as big as they are in ToS, so if you can see all the effects during a GvG you won’t know wtf is going on, so the (PLAYERS) created a program called RCX, which changed all skill particles to correspond with the color tiles, so people can tell what they are stepping on etc etc.

Every guild emblem represents 1 character, as you can see WoE in ragnarok online can be massive scale. 50 v 50 is very common, you can imagine the amount of coordination needed.
WoE in Ragnarok online was VERY COMPLEX, every class had a duty and if anyone doesn’t do their job your whole guild could get wiped, I’m not gonna explain the mechanics of each class but basically every play has a counter play and you have to try and beat each other by being the stronger unit.

So Whats Similar about Ragnarok Online and ToS?
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-Competitive Bossing (Except in RO its not top 6 DPS and Parties, Its Top Party DPS and in most cases it doesn’t drop anything that’s worth mentioning. Some Bosses in RO had ludicrously long spawn times (12 hours), when comparing that to ToS’s 4 Hours, it seems a lot less hardcore.
-Choices with Job Change; in RO you could go swordsmen into paladin/knight, acolyte into priest/monk and etc.
-Every play has a counter play, in ToS’s case, people keep crying about Kino raise and Pole, you can counter raise with tham’s reversi or cleric’s fade, you can counter pole by interrupting/CC the caster (its a channel). Most people don’t understand that ToS has been made in the vision of RO (Team based PvP) if you are 1v1ing it doesn’t really mean anything at all.
-Grind to Max level, its a Korean MMO guys, expect a grind, its much much much much easier than RO.
-Death penalty, In RO you lose 1% (Which equates to a couple of hours at the higher levels). In ToS you get penalty depending on how many stars the map is.
-Kawaii Head gears. Enuf said.
-RNG, Its a Korean MMO, stop crying about bad RNG >.<
-Multiple and Diverse Builds, In RO you would see 2 Biochemists, having completely different builds for a different purpose, 1 for bombing and 1 for potion pitching. In ToS, its different, you are not limited to that class, you can branch out into other classes to fit the purpose you want your character to do. A support or a DPS, or a bit of both.
-Weapon swapping/Gear swapping.
-Class Unbalances for PvP, It’s only natural that in every GvG game some classes will just not be useful, in RO Lord Knights, Assassin Crosses and Whitesmith was pretty much redundant in WoE, you only need maybe 1 Assassin cross or 1 White smith, thats just how it was and how it is in every competitive PvP games.
But yes, they should try and balance it so everyone can play the classes they enjoy competitively.
-No DR on CC, but many ways to “remove the CC”. We got fumigate, cure, blood letting, beak mask + link and a few other skills.

As you can see, there are massive design similarities in the game, people keep saying don’t compare, but why not? Ragnarok Online was a great success, it is only natural to compare its successor to it’s predecessor.

Tree of Saviors Potential
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In my opinion this game has a lot of potential, most of the community says that PvP right now is a joke, but the truth is most of them haven’t experienced a organized large scale GvG or PvP, if they did, they would see that there’s a lot of potential in the game, The reason why people conceive that the PvP in Tree of Savior will never be good is because we have yet to see a Meta in Organized Group PvP, the game is relatively new, even for Korea and lets be honest here, Korean’s have never been known for their PvP in MMOs, in RO, they weren’t the ones that set the meta. (They have never won a RWC (Ragnarok World Championship).

Conclusion
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IF IMC can fix the problems we are having currently, i.e FPS drop, Lag, Server issues and such, I believe that ToS will have a very bright future, PvP will be relavent and this is gonna be a great game. Its all up to IMC, the ground work has been laid.

Tree of savior is basically a much more casual and less hardcore version of Ragnarok online, so all of you people who claims to be RO fanboys/fan girls have no right to complain about the difficulty of ToS when bossing/leveling.
And for those of you who complaining that they can’t get boss cubes etc and crying about the leveling curve, find a less hardcore game :L. The development team of IMC took into consideration the feelings of their loyal RO fans.

16 Likes

You didn’t really mention that Ragnarok Online’s movement is way different than Tree of Savior, and that Tree of Savior has more action themes. You’re kind of comparing apples to oranges.

9 Likes

didn’t say it was the same thing, as stated > Although Tree of Savior, in it’s own right, is its own unique game, it doesn’t take a genius to see that a lot of the game was designed with Ragnarok Online (It’s predecessor) heavily influencing it.

Yes there are many things which is different, because at the end of the day, Tree of savior is its own game.

Considering the developers of Project R1 / Tree of Savior are devs that broke off from Ragnarok Online II’s development teams… it’s not surprising.

Everytime RO was compared to ToS, people kept screaming and saying that ToS is not like Ragnarok and should not be compared to Ragnarok because it was its own game.

I pretty much agree with this post, Tree of Savior’s potential is there.

One concerning thing is that 5 people to a party is just not enough, especially since chronomancer buffs only affect party members.

Also, I’m in the video you posted.

4 Likes

Yes there could be some changes made, I’m hoping they will change this set up for the upcoming GvG battle. Also nice dude, I didn’t get to play on GG-RO because I playing other games, but it died fast so no regret .xD

If ToS is not like ToS then what ToS is?
https://oldimpactpanda.files.wordpress.com/2014/08/confused-gif.gif

4 Likes

ahahah my bad T.T thanks for the save.

Yeah, I didn’t really play there. Just hopped on some SPP chem 'cuz someone asked.

If “party buffs” become “guild buffs” then I think we’d be pretty well-off. This game’s GvG mode has an interesting design.

Regarding FPS drop, hkkim himself made a post about it. So there’s some hope:

Yes hope, Im also hoping it wont be like 35 v 35, too much of a cluster ■■■■ for a game like ToS, I think optimally it should be 15-20 v 15-20 so we have to pick and choose our classes carefully, theres so many classes in ToS that has the potential to be great in a GvG scenario.

I believe they will fix it, but not like in weeks as people want and keep complaining, in a year or so and this game will be awesome :smiley:

I agree with your numbers.

RO has a lot of balls-to-the-walls design. Pretty much everything in that game is fundamentally overpowered. Land Protector stops all ground target AoE, pneuma stops all range, full strip strips all gear, dispel removes all buff/debuff, etc. Spike damage and spike healing are the name of the game. It leads to the game being extremely fast paced.

We don’t see this type of design to the same extent in Tree of Savior yet, but skills like Sterea and Counterspell excite me. The problem is of course that some of the more powerful skills in ToS have extremely long cooldowns, even with pass and laima up…

I’m very excited to see what rank8+ classes bring us. I almost did not play this game because of weird limitations they put on classes, but when rank 7 came out, suddenly Pass existed. If they keep going in that direction, the game will really be something.

Nice post, thats all.
SomeCharactersHereHello!

I agree, In ToS guild battles will be much more slow paced, I pretty sure ground control with frost cloud/Carnivory will be a thing, counter spell is like the equivalent of DLP/OLP not to mention skills like Sterea Trofh. Cool downs will matter in ToS, guilds will have to manage their cool downs in a way so they don’t have an opening and be very cautious before pushing up on them.

Its gonna be different and interesting, which is basically why we are here xD other wise we’d still be playing RO. :stuck_out_tongue:

The feeling I get when I think about organized PvP is like a modern GvG game like GW2 but with RO elements mixed in. So hyped even though I know its gonna be ages til they release that.

Yes, this is what people needs to understand, the Meta in RO didn’t develop for a very very long time, it was mostly just everyone rushing.

Thanks!

havesomecharactersback! :o

1 Like

I think the biggest thing that will determine the success of ToS will be if IMC can finally address the dreaded “optimization” as our slideshow versions of GvG/WB pale in comparison to any expectations RO may have created.

2 Likes

You people at least have slide show, mine is static and freeze lol.

Besides the style, this game have more common elements to Granado Espada than RO. Well, this should be normal considering that GE was Kim Hakkyu’s dream game.