Tree of Savior Forum

Mission Combat & EXP - Problem with "scaling" range

So missions are designed in a way that the EXP scales to your level. I was previously told that this meant that everyone in the dungeon was getting EXP appropriate to their level. But I guess that was totally wrong.

Instead what happens is that the dungeon difficulty scales to the highest level person in the party. So if you’re group is composed of; 150, 150, 150, 150, 165 - now everything is level 165.

This has noticeable consequences; such as all the lowbies in the party now hitting for 1’s and 2’s - not being able to dodge/block as many attacks, and taking a crapton more damage than they are designed for with that kind of level difference. Hooray!

But what’s worse - is that all of those lowbies are getting 50% or less of the EXP they would be getting if they were “in range”. The range if 5 levels. So if the mobs you’re fighting are level 165 - you can be between levels 160-165 for full EXP. All those 150’s? They get jack ■■■■.

So what we end up with is;

  1. Long mission queues
  2. Parties with people who are too high of a level in comparison to us
  3. Long duration runs (especially punishing with poor party composition)
  4. A shitty little random cube at the end
  5. Unrewarding experience.

So what I’m proposing are the following changes;

  1. EXP scales regardless of level in a mission. This means that the lowest and highest members of the party all get the same % EXP per run.
  2. “Effective level” of players is increased in missions, to match that of the highest level member of the party. Which is to say really that the penalty for being out of level range goes away - and players will do their normal damage and mitigation.
  3. Random Cube always gives random garbage + 1 talt.
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Nothing happens. Nice try come again :3

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total fcuk given by IMC = 0

This is the only dungeon I wished dropped talts

please fix the drops too, I dont want no ■■■■ if it took us almost 15 mins to clear thanks to the gap

also why do the other missions even exist

no one does them,even since day 1

blame the players for being vanilla.
i done them in beta and they were neat and bought a different air than the other pve grinds

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I bet this D guy doesn’t know that missions and dungeons have 1 hour limit - -> screw IMC

Players queue only and do the 1st one coz its fast and efficient, doing other missions its just waste of time especially with random pugs without proper strat or synergy

IMC might just be ignoring complaints now while they wait for the merge.

That cube, it’s something wrong with them.
Impossible that has been planned for that, maybe it’s bugged and the items should be in buik. The price for reroll is just comic. Impossible for a sane mind thought that it was a ok reward.

they have real drops like Fortess shield.
That and after card update they drop boss cards.

Currently everyone chooses the first option Siauliai. You could blame this on the players for only choosing one out of the 6 options presented to us. I don’t view it that way personally and here’s why.

Content in any MMO has to provide incentive otherwise people won’t bother with it. You could try out the other missions but they provide no greater reward (incentive) than Siauliai. Look at the 160 dungeon for instance no one runs it due to it having no incentive. You could get the Tily weapons but they get replaced so fast that it makes it not even worth it. You could say you’re running it for exp but it kinda lacks in that department too. So why bother designing content if there is no incentive for the player to run it?

I really really don’t see why MMO devs overall don’t seem to understand reasoning behind player behavior in the genre they’re developing for. You can create the most beautiful ultimate anime weeb art style game with the coolest dungeons. But if there’s no incentive to do said dungeons people will just try them once just for the sake of experiencing it and never run it again.

My solution for the Merc Missions is fairly simple. Divide them up into different level requirements. Change the cube rewards to be more meaningful.

Example:

Siauliai
Required level 100
Cube items: Talt, Silver Bar, Gold Bar, Opal, Monster Card

Gele Plateau
Required level 120
Cube items: Talt, Silver Bar, Gold Bar, Opal. Sapphire, Monster Card

Chapel
Required level 140
Cube items: Talt, Silver Bar, Gold Bar, Opal, Sapphire, Zircon, Monster Card

Crystal Mine
Required level 160
Cube items: Talt, Silver Bar, Gold Bar, Opal, Sapphire, Zircon, Mithril Ore, Monster Card

As you can see each cube gets a new item added to it as you progress. The point of this is to encourage people to get the the next mission for better rewards. It still needs a lot of work though.

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The major reason to run just one mission serverwide does not lie with the rewards, I think. It is to avoid longer waiting times caused by unneeded splits in the playerbase.
Think about it this way: 3 people queue for each of the missions in their lvl range.
The result: Noone does a run

then they should just make the mission random rng pick

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the population of this game just isn’t high enough to make use of the # of mission dungeons available.

It isn’t like WoW where there’s millions logged on at once and no matter what content there is, your gonna find people out there no matter what that will random que into it.

here, You have to wait close to 4-5mins most of the time just to do the one mission that everyone on the server picks lol

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