Tree of Savior Forum

Market and drop rate ¿good or bad?

Okey we all are a little tired about all the exp rate threads so lets change the topic for a second and turn our eyes to the marketboard. Everyone of us take at least a look at the market, out of curiosity or trying to find a good item for your new brand class we could see that every freaking item was cheap. They were so cheap in price that you could even choose from 4 to 5 pages of “who is getting more red numbers on the item” cause the NPC was paying even 100 more silver for that item you saw someone sell at 5 gil, just cause someone was selling it earlier for 6.

Right now there will be so much users killing the same mob, over and over again, that with the drop rates as we have them now we will destroy the economy of the server in just a few hours. In the icbt the market was good until day 1, after that all prices hell dropped with less than 5k players on the server, killing any chance of getting good silver selling the items on the market board. I myself checked the prices of the marketboard and of the NPC on at least 5 to 6 blue items, and the npc was purchasing my items for at least 50 silver more than cheapest offer on market (I’m talking about low rate drop items, like hats).

Of course this have something to do with exp rates as every player being 4-5 hours in the same map killing the same monster will eventually get the low percentage items and the moment they want to sell it they will find another 5000 ppl selling the exact same item and dropping the price so theirs got purchased. As i said we destroyed the market in icbt on day 1. With a full release of the game with drop rates as are now it will not endure 5 hours.

On other threads i have seen answer to what could IMC do to improve the experience in the game with exp rates on mind, but i think they could actually work with items:

- drop item rate: If now we have items with 1% they could drop it to 0,1% or even 0,01% (RO players’ll be with me on this)

- more maps/monsters per level: If we have more grind spots and more monster we could have different drops, making a market with more variety, keeping prices on a normal standard, not expensive as hell nor cheaper than a Jellopy.

- Improve exp rate: More exp mean less grinding on the same map, so less people with the same drop selling it on market.

- More unique items per level cap: If we got, idk, a lv1 hat that can be dropped only 200 times per server it would mean that the only way to got it is by killing someone or buying it at market, keeping his price high. This has in mind have unique/legendary items on all levels, not just 175+.

That are just some of the ideas i would use to mantain a good economy on the server, cause if we killed a market with only 5000 players i don’t really know what can we do to keep a good economy with at least 25000 of them.
Any comment is well received :wink:

3 Likes

The point on dropping item rate ( to RO-like rarity of 0.1% ~ 0.01% ) I have to really disagree with. With the potential mechanic in the game, it’s far more worthwhile to find an item yourself than to buy it from another. Also, once you’ve bought an item, it’s even more unlikely that someone will buy it from you, as it will then have it’s potential reduced by 2 from the maximum upon being sold twice. If you combine these two mechanics ( ultra rare drops, potential reducing on trade ) then you create an excess of rarity, in which it is too hard to obtain items, and someone who obtains a rare item not meant for their class is really out of luck.

I actually really like the potential mechanic, even if it is kind of weird to get used to at first, because it replaces the need to have ultra-rare items ( and is healthy for the economy ), and makes the game more enjoyable for newer players who aren’t well established with a lot of money to buy rare items from lucky players.

This is coming from a long time RO player. Yes, you had to be dedicated to farming to find an item, but it was still very luck based, 0.02% chance was just far too low. It also broke down when items were required by almost every player ( vitata card, smokie card, etc ), but the monsters that drop them were not fun / interesting to fight. This encouraged effort into botting, as the only stable way to sustain the economy that needed a 0.02% drop item to be obtained for every player. When botting was taken care of ( to an extent ), these items skyrocketed in price to 10m~20m, so that new players were simply blocked from being able to obtain items that were a convenience that everyone needed.

2 Likes

Exp rate from my observation actually has nothing to do with game play, but everything to do with studio development speed.

Almost every online game’s exp rate are designed in a way that can keep majority of the players “playing” until developer can finish the next big set of content.

Tree of savior will be no exception. I don’t think any player feed back is going to matter. As soon as the next content is finished, you can expect exp rate to get better (or event boost).

Then there is drop rate that is usually designed based on the exp rate. The less exp mean the less drop rate need to be, in order to not damage an item’s value due to “playing” in one spot for longer. Population also have a major impact on this for obvious reasons.

RO’s drop rate design was not about whether an individual can find it, but by how many the population can have it. Which is a very collectivism design choice. For the west, people have trouble dealing with it due to individualism being the dominant culture (which should be a main concern for “westernization” of game).

That’s my 2 cents.

but honestly, closed beta would be the last thing to expect accurate exp rate.

1 Like

There are a few reasons items were worthless for the most part in the beta. The main one being that it was a beta and none of this content would last. There’s no point in trying to overcharge people for something they could easily buy from someone else for less and never selling your item. The other being that early item drop rates are higher than later drop rates. As the value of item drops increases from a vending perspective they start dropping less and less. I could go kill in an early beginner area for 5 minutes and walk out for 10 weapons worth 200-400 gold a piece, while leveling at any proper level areas in the 60s or higher would give a drop maybe once every half hour. And even then often those were just recipes which are worth less than actual gear.

As for your suggestions:
Drop rate lower - No, you probably don’t realize this but the potential system makes items untradable once they reach 0 potential and they will be destroyed forever if you die when they are at 0 potential. 0.01% drop rates only worked in RO since any item could change hands dozens of times and you weren’t losing that sacred Angeling card by having the equip you put it on blowing up from an accidental death.

More maps - Not needed. Maps start giving a lot more options into the hundreds which is about where the grind should actually begin, not where it was for icbt. Now more spawns on many maps I could get behind. There’s a reason the playerbase was mostly drawn towards certain maps even when solo.

Better exp rate - Yes. Doesn’t have to be kcbt high, but at least 3-5x higher if they expect any player to ever get past 300 or 400, much less get close to 500 or 600.

Unique items per cap - Needless fluff. Early levels have plenty of different equip choices already. They could use some weapons like say a fire equivalent to the ice rod and things, but not more world boss exclusive drops until higher levels. And again, market trading lowers potential so items can only trade hands so many times. If you wanted to merch like that, don’t count on it.

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Also, a lot of people didn’t know what they were doing and put items on the market for less than the NPC bought them for. These items quickly were bought off the market, and I assume resold to the NPC. However, if you checked in the market they would still appear, because of the bug where items that were no longer available were not removed from the market list. So it appeared that the market was oversaturated with cheap items, but most of them were already purchased.

I think the current system is fine. At least protect us from inflation, speculation and gold sellers wich is very good.

I mean if IMC they can protect us from bots and gold sellers we should implement another system but i think no one can.

I’m not, sorry is just because like i said above that “protect” us.

And bots killed RO.