Tree of Savior Forum

Musings on iToS Balance - Part I of V - A hollow game of numbers

sigh just nevermind me.

Thing is, the game has to handle lag, missing packets, that sort of normal stuff. it other words, it has to be robust. and in other words expensive servers for a company that couldn’t even get a stable server in south america.

What I’m asking for is added AI functionality, better balancing, and manual aiming of my crosshair. What you are describing sounds like you are trying to avoid the discussion by claiming “the servers will never be able to handle it”, “there’s not enough funding for that to happen”. It’s a fallacy.

Bethesda never had a hand in the creation of ESO. That whole thing was ZoS’s baby. (Had to go read up on the aoe issue, it’s fixed apparently). ZoS started with bad code for their AOEs and the fix was not getting stronger servers, it was rebuilding the code, in any sense. Whether they slapped a bandaid on there to keep packets from leaking to other clients or if they entirely changed the way the AOE handled those packets is beyond me. But it’s a change in the implementation of AOE’s and ToS is totally capable of changing the implementation of everything that I’ve talked about thus far.


Anyways, sorry if I give off the impression that I’m angry or upset (I’m not). As I stated in another post.

I’ve done a lot of this discussion back-and-forth in the ESO forums as well.

To be honest, I do find that they’re lacking in both funding and technical ability.

If you’re to add aditional processing time, the server has to scale, price rises. Is it impossible? no. is it going to happend? unknown.

Hitscanning every proyectile and asking at everystep of the way “am I there yet?” doesn’t seem like a good thing for the server, is it quick? yah, is it going to use more resources? yah.

Actually there is. This is supposed to be under Part V of the sections I’m writing though but I just put it here.

One of the solutions I thought of balancing between classes besides making changes to the classes themselves is making changes to how monsters react to damage.

Create some monsters of the “clam” type. Basically this type of monster has weak defences but the moment they take the 1st hit they will clam themselves up giving huge def/mdef bonuses for the next few seconds, before ‘opening’ up again to take the next hit.

Having this type of monster provides the following to the game:

  • More engagement between players and monsters, players need to learn when and where to start dps to get the max effect.

  • Swings the favor more towards those dps classes who are single hit, high damage. (Cannoneer, Inquisitor etc). With this the game’s dps isn’t just about who can deal the biggest number of hits spread across the most number of monsters. There will be more balance between the types of DPS and each dps class has a strength which they can capitalise on.

Yeah I hope so too, at the very least they should have more alternatives apart from ET/Solmiki. Need more variance in DGs too, example a DG which can be cleared without even doing a single point of damage.

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Ah, but that’s something that can be handled by the client then reported to the server. Of course, these kinds of handlings make it easier for cheaters to take advantage. If the client handled everything about where the target line was pointed and what it was pointed at, then a bot could easily manipulate the packet and hit everything on the screen. WHICH SOUNDS BAD. But bots in ToS can already do that, just the ones that do get banned really fast… huh maybe that got fixed actually, I haven’t seen that happen in a while (Have not been in the low zones for a long time).

Oh yikes client side calculation, could be the answer. yes.

Then again. Their implementation :

Summary

https://www.youtube.com/watch?v=g73za_-m75M

However, damage and hit confirm I believe should be handled by the server as to avoid sending false flags.

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I guess. Still, with a drawn line from the player, targets can line up and physically block the path of projectiles getting to someone. So a tank could stand inbetween his fellow healer and an enemy archer and take the hits. Would be fun, I think.

No doubt about that, a step for a more dynamic encounter, fun.
I’m just poorly mentioning just some reasons as to why we couldn’t see such a thing atleast as things are right now.

If they improve, maybe in the future. But they’d have to improve a lot. Let’s just hope that the koreans even gaze at these topics nekorin will create for atleast some “inspiration”

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Well if they don’t, it just means I can keep my ideas for myself (and burn 'em all off during my senior year in college; currently sophomore in Virtual Technologies and Design).

Hope they can one day fix desync like GGG did with POE.

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This remember me of some monsters in R8 content. For example: Kugheri Zabbi.

If you link those monsters before engaging in combat sometimes they will buff themselves with a (bugged) M DEF buff (that doesn’t go away when the buff disappears). I feel it doesn’t align with your suggestion of “clam” type, but it serves as one example of monster reactions in current game content.

This remembered me of another problem of how unbalanced gameplay is for melee characters:

Mobs with guaranted knockback/knockdown basic attacks.
ex:
The squirrels on Svalphingas Forest(and some metal escavalier rejects on Inner District) do some “hopping” attacks that besides always doing knockback,also end dodging ouf of melee ridiculous puny AoEs.

“Oh but any player can be affected by those”, not if you don’t have to get close in the first place.

Lets’ not even touch pvp,where players can move eratically and jump all over the place.

firmly will pass your long and precious ideas to our balance team to read them :slight_smile:

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Great read. Its really nice see discussion and theory-craft on how this game can be improved without it devolving into a massive flame war (and man does it need improvement both technical and design.)
Any who my two-cents on this game

Most of my problems with the game deals with its general performance.
sometimes I just want a comfortable stable game that doesn’t lag, skip or slowdown to 2 fps at any consistent point.
Its also frustrating to watch things slowly decline while the game has untapped potential.

Regardless, there are still small pockets of “fun” that can be had while playing.
Most of the balance problems comes from how the game is structured and how they all tie together.
for example, the lack of proper equipment scaling and a stat system that is sloppily put together and rendered mostly pointless. Most of your value per point is usually placed upon Con and/or Dex in terms of what they boost in return and how they compare to other means.

This is most apparent as you pointed out, this game is currently and heavily
equipment based. There is nothing necessarily wrong with this, but leaning too much on one spectrum undermines the point of the other end.
Most of your damage and stat boosts in late and endgame is through higher level Gear, Gems, Transcendence, and Attributes, most of which is dictated by items and silver accumulation. It leaves the Stat point system in an awkward position.

Another problem is the point of having over 80 classes when you can make do with half the amount and having them more fleshed out. The game is overall too basic to accommodate a role or purpose for all the classes as they either race for best Burst damage, DPS, Survivability, Support, and/or Utility. Novelty only gets you so far when you are outclassed if not useless in practical terms.
Hell, Necromancers get a lot of flak when they break the mold by being used as AFK farmers ( lets save the ethical discussion for another thread please.) which is a practical benefit of having and being a minion class in the first place. Other than that, the skeletons are not much useful beyond that, and Flesh Cannon being one of the couple skills worthwhile in necromancer line, they might as well just be another Burst or DPS caster judging by everyone complaints on them.

Either way I’m still curious to see on how this game turns out, but I already lost most of my motivation to play. I’m fully on board on an idea that this game need a entire restructuring.

Looking forward to the rest of the chapters.

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Don’t play with my feelings and make everything in this thread happen. Let devs without lunch if necessary!11

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Max can we ask that these five threads by Nekorin be pinned until their yet to be defined time of implementation? It’s the most concrete small step we can do to prevent this from disappearing into the wind once again.

I’m not sure about the clam idea.

If it’s on a boss then sure, but for regular mobs that do that will only add more frustrations to people grinding them.

Maybe that’s on top of the party VS 1 mob idea?

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If only IMC had half the passion as its player base…
While we’ve given feedback, suggestions, bug reports, ideas, etc…, We are met with minor visible changes and just lots of costumes.

When will IMC stop trolling it’s player base and be accountable for putting iTOS on life support?

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This is the number one issue I consistently see with suggestion threads and ideas. EVERYTHING ties together, and changing one aspect effects everything. All suggestions have to take this into account to actually be considered.

(@Nekorin’s post isn’t an example of this though. :stuck_out_tongue: )

EDIT: I actually really want to emphasise my point. How are the developers supposed to implement half thought out ideas? How are the Staff supposed to communicate ideas that have fundamental problems? Suggestions are generally made with the best intentions which is great, but when the suggestions themselves introduce new problems they can’t, and will never be added. As a community we need to educate ourselves on these things, but most of all, we need to constructively help each other and flush out each others ideas. This means admitting the ideas we present have flaws and openly adjusting them to perfection.

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Exactly, but we also have to consider that our great and grand ideas may fall on deaf ears to the developers even with the Staff and GMs backing or are in some form of agreement. The developers are humans too, and have their limitations on how well they can program and code a game.

This is their game and how they make their money. Money talks, realistically we also have to pitch to them how our ideas will bring more potential players/customers to indulge towards paying on their cash shop, bringing in new blood as old players get bored/dissatisfied and leave.

A good start as they’re working on would be stabilizing the game and server performance as a first agenda. players can only take so much abuse before they pack up and leave in droves. Once they get that taken care of, we can hope in that the future content and patches they bring doesn’t break the game even more( both physically and balance wise.)

As I said in my last post, I fully believe in a complete restructure of this entire game. We already have several mechanics and features in the game that are mostly abandoned and/or half-baked ( i.e some early game content, and Lodge customization for one.) that could be cut out with no real consequence in the grand scheme of things. The balance can possibly get a lot worse as new content is release, so a better re-handling of earlier content to allow a smoother transition into later and end content would be welcomed.

I can only imagine the tears and rage that Rank 9 brings.

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