Alright, this is something that I wanted to talk about for some time but didn’t have the will to write it all down, but as a new, exploitable, system is being added to the game (the Arts system) I think it is time to make this thread in hopes that it somehow reaches the designers of the game.
My point here is simple: Tree of Savior has an overwhelming amount of systems that push new players away after they’ve dived into it a little.
I mean, things couldn’t get much different, could they? We have such a enormous amount of systems that any new player will see the time it takes to get started into each and every one of these systems, feel overwhelmed and leave the game because there is absolutely no way that player can keep up with everything.
Sure, for us, old players, that isn’t really a problem: we have been playing the game for long periods of time, most of us take a break here and there but we, most of the times, keep a good amount of currency (blessed shards, silver, magic stones, legend cards etc) on our accounts so we can buy “the new stuff” when we come back.
Well, what happens to new players is that they come in, and they don’t see those systems in steps, they see it all at once:
- I have to buy legend gear.
- I have to enhance it.
- I have to transcend it.
- I have to farm uniques and then extract ichor.
- I have to ichor the legend gear.
- I have to gem it.
- I have to awaken it.
- I have to enchant it.
- I have to (most likely) buy more enchants, more awakenings, more golden anvil or gear (since chances of gear “spoiling” is high) etc since whatever I get first willl likely be bad.
- I have to farm set bonus.
- I have to farm boss cards.
- I have to farm Legend acessories.
- I have to get legend cards.
- I have to get a seal.
- I have to upgrade legend cards.
- I have to upgrade seal.
- I have to get billions of attribute points.
- I have to (now) farm arts.
- I have to get even more atribute points for Arts.
and all of this won’t be seen as steps, they’ll be seen all at once, and most of these things are farms that take months for you to obtain, the general feeling a player has when he sees someone strong is “it’ll take me months, maybe years, to be close to this”
Now sure, you can get semi-decent stuff halfway through, but the game does a very good job at leaving the feeling that the more you get in terms of progression, the more you have to progress to feel satisfied. Sure this is awesome to incentivize whales to buy TP Shop items, but in general it pushes players away which end up pushing the whales away too (what point is there to being an OP whale if theres noone to show off to?)
This isn’t even a thread I am doing for myself, as I have a lot of stuff in the game, but adding more long-farm extreme-RNG-based systems such as the new Arts system is a flaw, and we all know they’re only being added so Selection boxes can be sold in the Leticia’s shop.
Most of these systems only exist so stuff can be sold in leticia’s cube anyway, I’d even say EVERY one of these systems only exist so “a new form of skipping the grind” can be created.
I even know a couple of players personally that quit the game after their boruta seal failed to upgrade to lvl 3. I mean why add a restrictive random % chance for a player to randomly lose 1 billion worth of silver in mats for no reason at all other than to sell something in the future to ignore that chance? You know whats worse? Is that some of these players even could afford to lose 1 billion silver and still not be that much hurt economically in the game, but its moments like these that “click” for the person: This game isn’t worth playing. You randomly lose millions of silver trying to extract ichor, trying to enhance items and so onwards, this happens all day and these things are just made to make players feel frustrated, nothing else.
I think its time to review these systems and focus on making the game more fun, as more people playing means you’ll get more players and therefore more whales. Right now the game is just filled with redundant powercreep systems that do nothing but widen the gap between player power, thus pushing potential newcomers away.