Tree of Savior Forum

[Little Rant] How a Kugheri Symbani's Sword will make me quit the game

Oh god hahaha. This is why I limit myself to just 1-hour whenever I do this. Too punishing.

It’s almost like RNG but not really because it just means your hardwork went to another player, especially those who are able to clear pack of mobs very fast.

Also, I’ve seen people just passing by getting the drop. FML

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Update:

total 1000 kills = 0 swords
total 2200 kills = 4 swords

Today RNGesus smiled on me after the whine. More than DPK it’s RPK…

Top-Down DPK means every monster has a chance to drop guys…it just increases gradually if no one does.

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Still blame DPK even though you already have a chance to get the item on your very first kill. Keyword is “chance” it means random drop. It also means if the item was “stolen” the chance is still there to get another item because it is random.

IMC should just remove DPK so people wont find something to blame because their luck suck. Good thing there is no DPK on mystical cube because for sure people will also blame that if it has a DPK system too.

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Well thats funny because I kill faster than other people on that map and in droves since I can link with my FF. It doesn’t even matter if you raised the current dpk drop rate if someone comes along kills 10 mobs and gets your drop.

Just a note, Joint Penalty have 22s cooldown. When people says killing fast it isn’t about killing a group with Link+one hit and waiting 22 seconds to kill but more like, kill everything on sight with low to 0 downtime.

I continue to advocate for a RNG+DPK drop system. The RNG to allow at all times for the opportunity of the item which would make casually farming possible, while it also being fair and non-disruptive regardless of who is on the map. The DPK portion would allow for items to drop at a reasonable rate, especially in relation to there simply being enough supply to enter to market. Increasing the chance of drops based on kills compared to the current system could also help, but that’s just more random drops and I’d argue about just fully moving over to it.

This system, (RNG+DPK) would allow for a variety of options within the game. There could be multiple different ways to obtain equipment now. Some equipment could be made with the intention of farming a few, low chance drops, while there could be other equipment that works in the way @Nekorin described, requiring many easier to get items. An RNG+DPK system could accommodate both styles as well as a middle ground, and create variety in farming based on the equipment you were trying to make. Every item you were farming could be different, that’s the kind of variance a game needs.

Furthermore, RNG+DPK aligns with IMC’s development philosophy, while also being acceptable to players. IMC said it themselves in their interview, they want items to have a guaranteed drop point. I also speculate, IMC believes in a sort of challenge to farming, like they do with everything else. They want factors to be out of player control, they want difficulty to exist, which is why DPK isn’t personalized (among other reasons) and why it’s map based. RNG+DPK still has difficulty, and factors outside of player control just like before, but it’s form would be in chance, though DPK “stealing” could still be a possibility.

Finally, we should continue to be vocal about our discontent for the current system, and provide more feedback and suggestions. The more we do it, the more the Staff have to report with. @STAFF_Yuri mentioned to me how good, productive threads, like this one, do make a difference. Not only does it give the Staff more player suggestions to pass along, but it also provides and emphasis on where the game should go through sheer volume. I strongly suggest sending tickets as that’s an easily quantifiable number for the Dev’s to see: https://treeofsavior.com/page/support/ I can’t guarantee the Dev’s will change the system, but I can promise that this is the best method of doing so. Continue to criticize, continue to make productive posts, and do so because you want TOS to improve and succeed.

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If DPK still exist, how do you recognize if the item dropped comes from DPK or random?

Every item would be both. DPK would exist purely to ensure the item drops reasonably, the primary farming method would be RNG.

@jynxie08 @Queue during the last few months I’ve read countless threads about the “difficulty” of hidden classes and ppl saying they are not difficult but only tedious/time consuming.
The actual DPK system has the same issue: it’s not difficult, just frustrating. It’s a system that rewards strong players choking the new ones, distancing the new guys from the game.
Try farm something while a totally-geared char is one shotting everything in the map… that’s a problem because the system is not made to grow the player base, but to frustrate it.

I’m not contrary to RNG and DPK, but to the way they are used. Link DPK to the char and players will know that their effort will be rewarded, link it to the map and they’ll kill thousands of mobs without results. They’ll get frustrated (and they’re right at being it) and leave the game for something that they found worthy.

Add to the list the obvious bot problem, which nobody is caring, and the retarded idea of “allowing” afk-farming and that’s how you get a game with a small, almost solid number of players and no chance to grow.

@A1mighty as @LunarRabbit said. Fast is a SR that without stopping one shot every mob in the map. I have a FF as well, and it’s great at some farming grounds (Crystal Mines, for example), but on high density maps quickness seems better to me.
Maybe Sairs can be compared, thanks to Pillaging, but I’m not sure and not an expert about it.

@Jystt yeah, I already voted for your suggestion. It’s a great one :slight_smile:

Lastly, asking for feedbacks is fine, but the @staff is doing a terrible job at managing it. This is my second thread where I ask (and tag) all of them and none took five minutes to answer. This is not the way to manage a community of players.
They should care for customers, not asking them to do things without even getting back a slice of consideration.

4 Likes

Hue 1100 hours… So lets say the other aspana guy trans 8 how many hours did you think he played to get that and its orange 315 for some reason yah know he probably farmed hard to earn silver or get too your salting your wound more

THREE SWORD STYLE

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Part of what makes farming so frustrating is waiting on items to drop at certain intervals. You have to commit, to potentially hours to farm. RNG helps alleviate this, every kill you get can give you the item you want, but DPK is there to ensure it. Personal DPK exacerbates this problem by having it drop at even more set intervals than previous, my additional feelings towards it removing that “challenge” that IMC is pursueing, that, to a degree, should be in the game. I would accept personal DPK if RNG was added, but I’d still prefer it without. The drop system isn’t only just the drop method, TOS needs more mid-tier loot as well to make farming more attractive, even if you are unable to get that low likelihood item.

Don’t get me wrong.
DPK could be a good idea, but they script it in the wrong way.
I mean: I can’t stand to kill 10000 for ensure a drop. Should be less… About 500?
And drop rate too, they should increase %.
Is too easy then? Who cares! Players are happy!

And for the goddess loves: remove those CUBES in HG.

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Does this justify him coming to the map I was farming to win the DPK with his overgeared char after I shouted (because yes, I was frustrated and tired)?
This way of thinking, and the system that supports it, are what will keep ToS with few players.

@Queue maybe I haven’t explained myself well :slight_smile: My suggestion is to keep both RNG and DPK, but shifting the latter from maps to personal. This way you farm with RNG and, assuming you’re very unlucky, still get a sure drop at some point.
The second issue you mentioned is the one @Jystt is addressing to. As it is now HGs, which were made to gear a char quickly, are useless. They should rework them (or revert them) to make them more appealing

We don’t really have RNG right now though. Top down does help but in a small way, and it still makes committed farming the only viable method. Personal DPK with the current top down “RNG” wouldn’t fix the frustrating part of farming, it would help with others taking DPK, but that means drops still need to be farmed for long periods of time, and since DPK isn’t map based, potentially even longer times compared to before, all while removing the challenging part of it. So unless you mean implementing RNG and not the current top down method, personal DPK doesn’t actually hold that many, if any, advantages.

I don’t think so. Both Top down and pure RNG can work with a personal DPK.
Even with pure RNG you’ll need committed farming, unless the % are good enough to try your luck. And I don’t think they’ll ever be.

Personal DPK can makes farming times longer, but at the same time you’ll know exactly how much time will it take to get a drop at max, which is a gain in my opinion.

In RNG+DPK, DPK wouldn’t really exist for personal use, it would just be there to ensure steady supply. And RNG would absolutely help with committed farming, it would be the primary method, DPK would only be a fail safe. I don’t want the top-down formula, if we had RNG+DPK we wouldn’t need it. If IMC were to keep it then increasing the RNG part would be the best way of achieving a better drop system, but I’d still rather just have it removed since it would be unnecessary.

That’s maybe a positive depending on the person, but that’s at a huge loss and not worth, especially since it would remove the variance in farming. There is little advantage to just making DPK personal.

I have no objection in RNG+DPK instead of Top Down+DPK, my point of setting it personal is to create a real fail safe. As it is now you have no real fail safe, but can farm for hours to give your fail safe to others.

Variance is set by the nature of RNG. The personal DPK is there only to tell you "Hey, if you fail to drop anything in xxx time you’ll still gain something in the end.
It’s that kind of fail safe that let ppl plays knowing they are not trashing their time.