Tree of Savior Forum

Is ToS really supposed to be quest based?

Tree of Savior has a great combat system for a grinding game. It’s enjoyable to keep fighting monsters for dozens of minutes and hours, exploring and looking for new monsters and drops, forming parties to kill stuff, and forgetting about running to NPCs all the time to get quests. The problem is: the way it’s now, ToS is a quest based game, making all of the above “features” poorly used.

If the developers actually wanted to focus on quests, I think that some parts of the player progression should be adjusted and my arguments here are mostly invalid. However, with all the discussion about how ToS looks like older games and Ragnarok, I’m pretty confident the grinding style is something that the developers wanted, and that is why I created this topic.

Some people might say that you have the option to choose whether to make quests or grind, but that’s not an option here. The player will pick up the fastest way to level up, which for now is clearly by doing quests, just like any other quest based game. In that games you can also kill the monsters to level up, but the exp will also be horrible compared.

There are some level gaps where quests start to run out and the player is forced to grind. This will not make ToS a grinding game. It’ll just make some players quit playing, while others will grind in despair to find new quests.

If you want to make a grinding game, you have to balance the exp rates for both quest cards and monster experience. The easy way is making quests totally worthless with bad exp that no one will care about. But of course the game maps have a level design and a storyline made to support the progression of these quests, so we don’t want to throw away all of this hard work.

For a grinding game, experience rates from monsters should have a linear increase according to player’s level. There’s no problem giving some boosts at some key points, so the player can feel stronger and more encouraged to fight harders monsters. For now that will not happen, with monsters giving decent exp only in the first few levels of the character. You have also to keep in mind that the areas are crowded, and most of the monsters will be killed one by one, instead of the “neat 50 mobs aoe for nice exp” which many may expect.

Then, what to do with quests? I don’t think the exp from quest cards should be lowered at first, but you need to know how long you want the player leveling up from level X to level X, and adjust the monsters and cards exp based on this. The other way around is focusing more on rewards, like equipment, than the exp itself. So the player can choose to make quests or hunt for the drops.

I don’t want things to be easier, and of course I don’t want people to get max level in only 1 or 2 months, but this is a game where you can level up to hundred of levels, and some of them are required for the high rank classes. It’s not hard leveling right now with quests (regardless of some inconsistency), but for anyone who ever considers the grind option, the progress will be incredible slow to even get the first rank classes.

Anyway, it’s impossible to make everyone happy. Some people will look for a good storyline, others will want just to kill everything. Some players will play all day long, while others will have a shorter time to play.

Other than that, I don’t see a problem with the quests design like some people are talking about. The quests are a simple go and kill or go and check, but it’s this way for side quests in every game. On a game based on grinding, I don’t really care about how creative the quests are, because I’m playing for the combat, which in Tree of Savior is really nice.

Thanks for reading. That’s everything for now.

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It’s not early 2000 anymore, we havent time for 70 hours weakly grind.
Just saying.

they can fix it in one simple way, increase exp for all monsters, so grind ppl and quest ppl can have fun.

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Adults don’t have as much time as kids to play. I’m a grown man myself. However, the amount of time you put into a game has no relationship with the quality of the game itself. There is no need for you to play 70 hours, let alone 2 hours a week. Quality over quantity.

Since this is a beta test, expect the exp of monsters to drop, not increase, when the game is fully released.

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Wow! first of all THANK YOU for opening this thread!

I played CBT2 initially not wanting to give feedbacks and just enjoy the game. But this is one HUGE thing and I need to contribute with my feedback.

I was browsing the blog during the server maintenance and chanced upon this comment,

“Talking about the quests. I dont like quests, but when you have hidden ones, that is a good thing. I always stop playing MMOs because they are all quest based nowadays, you start the game with a quest to introduce you to the world, combat system, UI, things like that. Then you have quest after quest until you hit the level cap. That is boring! Im sorry to bring RO1 to the discussion, but back then I used to create a character and after that I was teleported to a random city. I had to deal with that, without any help from NPCs, and there were no quests besides the class tests and some quests to get hats, pots and things like that. PERFECT!
About the crit and evasion thing, I feel that most MMOs are mechanical now, the players build the characters like robots and play like robots too. Not showing the crit and evasion chance directly on the UI makes the game more organic in my humble opinion, I like it this way. If you compare contemporary MMORPGs to Ultima Online, they all look like games for babies, UO was hard to play, like a real RPG”

This comment is not written by me and has perfectly described what I wanted to say.

Now on my opinions on the few person we who replied. I want to strongly and respectfully disagree with marcosvms and zefaistos.

First, I don’t think a game should cater to the increasingly busy players. We WANT, and BADLY WANT a game who we can party and grind. We want to make use of the tankers, the healers, the supporters, the weak and deadly DPS etc… This makes the game fun. NOT quest-based levelling and just running around mindlessly to level. I have asked more than 100 people on this and I dare say more than 90% of the people agree with me and they agree very strongly.

If the players have no time to play, then so be it. They will be stuck at lower levels. It’s fine. They can level slowly and have fun. Sit around and chat. The objective of the game is to let people immerse in the game, it’s another world and slowly explore and be amazed by it. Not the quest based thing. We want to be thrown into a world and explore slowly. Not open the map and see where do we have to go next.

With regards to the thread starter, I strongly disagree with having quests that provide less exp. The quest then become meaningless. I understand you are trying to find a solution to the same problem most of us hate - quest-based game.
When I was young I played lots and lots of MMORPG and they are my favourite genre. I realized quests that provides huge permanent benefits are the most exciting.

For example, quests that gives a +5 con permanently and this quest can only be done when you reach level 40. This quest is very difficult and requires a full party to complete it, unless you are 2 players who is lvl 70+ then it’s possible.

Or perhaps another quest that gives a companion equipment that cannot be found anywhere else and it includes a story to save the companion’s family. At the end you get an equipment for your companion and it is visible. So people will ask you “where did you get that?!” and you can show off that.

I think that levelling with main quests should stop after the first 10 levels. It is enough to get started, enough to know about the game. The rest should be grinded and the new players should experience at least a 30mins grind before getting the first class upgrade.

All in all, I am just contributing to this issue of main quests levelling. Quests-based games is becoming so common and so boring. It is truly the downfall of most games nowadays. I have a bunch of friends who are nerds on MMORPG and when I tell them about this game and that there is no main quests (which i thought it was), they were all so excited like me. But i was so disappointed to find out that there is. I hope we can all give feedbacks respectfully and constructively to come up with better ideas to improve the game. However, quest-based levelling is definitely not the way to go.

Lastly, I just wanna add that i love the game graphics and music and class systems. im glad i found out about this game! :

prays and wishes that the developer will see this lengthy post

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At the same time, people appreciate different things. Some weeks I only have a tiny amount of time, others I can devote a large amount of time every day to playing. The time itself, like you said, doesn’t relate to the quality of the game.

The thing is, I look for MMOs that I can devote years to. My personal perspective (also as an adult with a lot of responsibilities : ), is that I’m in no rush to ‘beat’ an MMO. I enjoy entering the world, exploring it, seeing the sights, chatting with friends and making new ones.

The current quest system circumvents a lot of that, and is similar to pretty much everything else on the market.

Now, that may not be the type game others here are looking for. My only argument is that there are already countless games with progression that lets you blow through zones. I’d be up for just one more that is based more off taking a bit of time and effort, and that rewards playing with others in the world at large (rather than just instances or the very occasional grind spot).

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It’s pretty bad form to expect a product to be dumbed down and stripped of content just because you’re a person who can’t play as often as someone else who can. A game should be designed to be as good as it can possibly be. Busy people will simply take longer to achieve things, but if the game design is good, then they can still have fun doing that without forcing developers to compromise the gameplay for people who DO have time.

The common attitude of “I don’t want to invest time into learning any of this” and the lack of curiosity people show towards depth and advanced systems is one of the most frustrating creativity blocks in the gaming industry at the moment for creators. Let’s not be that person.

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Although I pretty much can only agree with what you said, I thought I had to leave an opinion of mine here to see if I’m the only only who feels this way.

Well, I just LOVE grinding. And, sincerely, I don’t really care at all about how much EXP monsters are giving, I just love grinding over good mechanics, getting effort translated into bigger numbers, you know what I’m talking about. And ToS has that. BUT. There’s something that’s just killing me from inside out, and it’s the time gap between active mechanics. I find myself with a few peers in a map of my level killing stuff. Then, boom!, there’s no mobs wherever for some seconds.

It’s just a few seconds. But I know that if I stop to count how much time it comes to in, dunno, a few hours, I’ll never want to play it again. Now that you and I have played RO1 before, you know that in RO1 mobs were very sparse, but you KNEW that what you killed most likely spawned right away, somewhere in the map, meaning that if you look for mobs, you’ll find them. In ToS there is a time gap where there’s nothing for you to do.

I even experimented on exp/hour using a reddit tool that tells me my exp/hour. I solo grinded for one hour without leaving a predetermined area, in other words: I killed everything in this area and waited for the mobs to respawn. Then I tried just killing and walking non stop for the same one hour. In the end, waiting had a more consistent exp ratio, but it was better by just a little. This just means that walking long for mobs in ToS, at least right now, isn’t an active mechanic, but just another way of going around the spawn timers. There literally almost no difference if you kill mobs, check facebook chat, then come back to kill more or just wait it out, looking to your screen.

Finally, I know there are maps with ridiculously great spawn rates. Thing is, they are kinda rare (when they’re not just spots in a map), so the place just overpopulates. If you have a room with let’s say, 10 mobs with a 1 second respawn, and you can kill 6 per second, that means that if you add another of you in that room, the exp goes down. Now try 10+ guys in a room like that. And I cannot agree with just adding more and more channels. If the “solution” is new channels, just make all maps party instanced, then. Even partying the rate at which the exp can go down is absurd. And I tested in a “normal” map because I wanted the least bias possible.

Hello guys, thanks for the replies.

My main point here is not to discuss about the exp rates and the time you need to level up, because that is something the developers must decide in order to reach their public. I intented to discuss the balance between questing and grinding, because I feel ToS should be focused on grinding, and not questing.

First, to make a grinding game, the exp from killing monsters should be better or equal to questing, at least. I’m not saying that you should raise the exp from mobs just to match the exp cards, or to lower the rate from exp cards. For now I just want to discuss about the need of a balance, if the game needs to be more grind. Later we discuss about numbers and time.

Like many of you already said, there are tons of other games based on quests. People talked about how Tree of Savior would be a grinding game like older times, and that’s the reason I want to play this game. But when I began to play, I just found another quest based game.

So my main point with this topic is: more grinding, less quests.

Like I previously said, you can grind, but the difference in exp will be abysmal. The player will end up doing quests as well, which is exactly that the issue here.

I think the key problem with questing vs grinding exp rates is that damage oriented classes level much faster than support classes by killing things.

Basically having questing being a major source of experience speeds up support classes with low damage. Damage classes like Barbarian still level way faster, but the difference would be more pronounced without the current quests. If nearly all experience came from grinding support classes would have a hard time.

Now some are going to say just party, but that has problems with the current system. Whenever people team up there essentially an exp penalty.(Everyone had the experience of a fight however apparently its worth less in a team… Yay anti-power leveling/afk mechanics) A defensive support class that heals, and buffs is likely not pulling enough damage to be worth taking along in a lot of scenarios unless people are taking enough damage to need heals or defenses.

The only way I would be in a support of lessening the importance of questing for exp and increasing the importance of grinding for exp is if per mob exp was the same or greater as killing things while solo.

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WOW man! thanks for bringing my comment to this thread! It was written by me long time ago hahahaah. I still feel and think the same way, I quit doing the quests in ToS, cause I just cannot handle the game grabing my hand and telling me what to do. This is not Diablo III where you grind and quest all the way to the max lvl so the game “starts”. ToS is NOT about endgame, it is about having fun with all the ginding and party features, making items, finding great drops, hidden areas and all this things. Of course most of us are willing to play and get high lvl, so we can get the high rank classes, but getting there by just right-clicking exp cards is so god damn boring!
So what I am doing now? just farming gems to get my first lvl 6 gem, and I am almost there! :smile: I’m having far more fun farming than I was questing, specially because I am a peltasta tanker and no one wants to party with me hahaahah

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I agree with most of what @woofz said.

Imo, grinding is fun, but not in every situation. Is it fun to kill the same mobs for hours to get 0.1% each with all the spawn problems cited here?
I don’t think so.

Also, another problem shows up when you start talking about support classes and this mass mob-killing griding. Why should a highlander group with another DPS class which deals half his damage? Why should a Hunter group up with a Cleric if he can kill mobs with 2 hits?

I think the moments I enjoyed grinding the most were in Dungeons for now. And I mean the instance Dungeons, where you kill stronger monsters, and every class feels valuable somehow. But that is because monsters actually feel hard to beat! You can’t easily kill those monsters alone. You need a party, player interdependence, healers. And it is great to have a Squire at the entrance making money and helping others, to have classes selling their goods and buffs to help you out.
Is it in any way similar to killing mobs with 2 Oblique Shots in other maps? Not at all, the grinding is different.

I also believe quests with permanent results are awesome. They do not feel pointless and they open opportunities for the story writers to come up with great quests, because they do not need to be forced into the game like the common leveling quests.

However I have no problems with these pointless quests. Giving an extra reason to grind is nice. The problem is that, for now, the exp balancing between monsters (except in Instance Dungeons) and quests is just not good.

omg, u srsly want to grind till level 500?

you’re saying TOS should be a grinding game because:

"It’s enjoyable to keep fighting monsters for dozens of minutes and hours, exploring and looking for new monsters and drops, forming parties to kill stuff, and forgetting about running to NPCs all the time to get quests. " ???

correct me if im wrong, but i believe what people mostly want are GvG and PvP endgame not grind fest till whoever reaches max level or whatever. if u want to grind, go grind the training dummy pls. ffs dont you have anything else to do?

I don’t remember where I read it, but I recall this game being made by Kim Hakkyu because he wanted to make a game with a more clear and definite story compared to his past work, where people immersed themselves in a world that left them wondering if there was a storyline behind anything.

Funnily enough, while he’s certainly accomplished that with ToS, I can’t say if it has been for the better yet.
RO gasp! had to first immerse people into the world and let them invest time and energy in it to get them interested in the story.

The way ToS is designed right now kind of force-feeds the story to the players, make them read it over and over, to the point that people will just start glossing over the story. Unless Kim wants that, I think the game should stop treating quests like the main source of EXP.

Right now, the game is pretty much 'Gotta catch ‘em all!’ on quests because those EXP cards are so darn good compared to the alternative. It basically guarantees everyone on the server will go through every. single. quest. The game will quickly run out of quests to explore.

Quests are much better when they are optional and give variable rewards like items and equipment. Heck, the only quests I remember even now by heart in ToS are the ones that give me good stuff.

My optimistic side tells me that this whole quest-heavy system is only there because that way every beta-tester does test every quest and because monster combat hasn’t been optimized due to class imbalance and derp monsters. Let’s hope that is true.

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woah haha! @nissin_sb sorry for not giving you credit for your comments! I just thought it really resonated with me and so i copy pasted it… it wasn’t right, im sorry!! btw im a peltasta too haha! always a tanker!

And yes i really agree with what @CoelhoSabido mentioned about the instance dungeon. Initially when I hear “instance” i get scared. Is it gonna be another anti-interaction thing again etc… but today i tried for the first time at lvl 70 (cuz i was busy doing quest lol) and found that it is actually kinda fun cuz of whatever sabido mentioned.

@siegfriedlloyd omg… a counter argument with your line of reasoning would be “if you like pvp so much, why not play street fighter instead?”

what i think some of us meant is we want to explore and discover things on our own. it is a role-playing game. So you get immersed in that role and the world. You stumped on new dungeons. Discover that there is another way of making pet food and that is by bringing certain ingredients to a certain npc (it’s not true, i made that up). Sometimes a new way of grinding can be luring a high level monster and everyone hitting it.

I am bringing in these examples because i experienced very very fun MMORPG when i was little and i yearn to experience feelings like this again. I believe that is why people keep bringing in RO. I played RO too… Some of the games I really enjoyed are PristonTale, Knight Online, Kal Online and even MapleStory (it was good). speaking of this… why dont they have glowing weapon… maybe a +12 weapon will start glowing… that would be cool… okay i side track. But in all these games there are something in common and one of them is grinding. Definitely I do not know what is the best way to tackle this issue on the balance of quest vs grind but im glad many of us are feeling the same thing and we are suggesting things on it.

@woofz not a problem dude!

Also, it is really great to see the community bringing topics like this so we can discuss and the devs can balance the game properly

I don’t agree with that ToS is quest based.

You’re right about the ‘less effort’ the quests provide but there one single point i would like to add - when game really starts?

Seriosly when you the game really starts? If i’ld have to answer that question i’ld say at Rank 3~4 when i have most of the things i need/want to play with my character, at the end of Rank 2 i’m don’t feel like i’m ready to go wherever i want, i like to have some quests that helps me to reach the tools i need to face the world.

Quest aren’t endless and even giving higher EXP cards it won’t be enought, i hope we can have more mid-low level maps and dungeons and a lower penality to handle higher level maps/mobs.

I was so hyped for this game, seriously. But seeing this community, these kids asking for a full grind game… It makes me sad. If IMC really listen to those people, this game will fall so bad. It is a pity, because I see a lot of potential on ToS.

This game is doomed because of that stupid “spiritual” thing.

That made people put a lot, A LOT, of hype into this game, thinking it would be the “real RO2” without even really knowing what this game was about, even with people saying that this and that other game shouldn’t be related.

Then they come to this game and see that this game is not RO and say “why is not RO?”, " why it doesn’t use RO elements?", “it’s disappointing” or “deception”, then it’s all about mass quitting and bad feedback.

This game has a lot of problems, I can’t even believe that it’s going open beta soon (in korea), but I also don’t like the idea that this game should live under RO’s shadow.

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