Tree of Savior Forum

Musings on iToS Balance - Part II of V - Fun & Time Investment

This is part II of the V part series, a collection of my observations and thoughts over on iToS.

  • Balance in player experience - Fun and Time Investment
  • Balance in character building - Achieving the 80 class dream

Disclaimer
These are just my personal observations and opinions, do feel free to disagree, suggest and discuss XD.


[Part II - Balance in player experience - Fun and Time Investment]

Fun is a word we often seen used around many games, be it MMOs, MoBAs, Vs games or strategies. It is hard to grasp what makes a game fun, as each of us come from different cultures, backgrounds, personalities and most importantly, expectations of the game itself. Fun is subjective to each and every individual, an implementation of the game might work for some but not others. But generally fun can be described as:

Fun - An engaging activity which the person derives pleasure from, and often feel that time flies faster while doing that activity.

At the other end of the spectrum, activities which are considered as not fun for the player become mundance and boring chores. This of course is subjected to the player’s personality and preferences in gaming. These ‘chores’ sap the player’s energy and leave them feeling less engaged with the game.

One can argue that players usually have the choice to do things which are fun to them and avoid those which are not fun, but not all games actually do give the players that choice, or rather an illusion that the choice is made by the player. Before we get to that it will be good to think about how games are actually made.

As we see, activities in games are designed to incite a certain behavior and response from the player. For example, hitting and killing a monster drops silver and loot; or when a player is struck his health pool will drop, and the player will die when the health pool drops below 0. Hence players are reinforced by the idea if they do a certain action a number of times (behavior), the game rewards them with an item/exp/silver (response). Vice versa, the game will also punish the player (reponse) if do certain actions (behavior), like standing in a pool of poison. A game is created using millions of such reinforcements and punishments. It can be, for example, behaviors such as killing 50 monsters to get a certain loot or opening up a gift box to gain a certain recipe.

So what has this got to do with fun? Player actions often require time to perform, and when the time invested on such actions cross a threshold which the player perceives as worthy of the response rewarded by the game, that activity itself becomes not fun and is a chore. It is felt to a greater extend when that particular task itself is crucial to the progression of the player’s character. Hence such ‘chores’ become a necessity (due to the fact that the player needs them to progress) which players can’t opt out off, making the overall game experience feel very one dimensional, like a train heading only one direction as dictated by the tracks it is on.

Railroading is often employed in games as a means to push the player to perform certain actions first before progressing further into the storyline, like inserting a blocked pathway forcing players to find another way; having experience gain limited so that players will venture out to explore other maps; having DPS checks in dungeons so that players need to hit a certain criteria before being able to attempt it. When this is employed in a good way, the developers will be able to deliver the experience they want the players to feel. The players themselves will be progressing through with the feeling “Ah, this is the natural way to progress, it feels smooth.”

Smooth progression with hinderance that feels second nature leads to fun, engaging encounters.

In a good MMO game, especially those with grindly nature, it is crucial to keep the above in mind. Things which are crucial to a player’s progress should be kept within a threshold where most players don’t feel that it is a chore to do. Hinderance should come in like second nature and not felt like artifically planted in just as a mechanic to let players invest more time into. In this way, players will feel more engaged with the game and not feel that each session is boring and un-fun. For example in some MMOs, experience gain is so low that the player have to repetitively kill off 100,000 monsters just to gain 1 level. Players felt bored as the levelling feels forced and grindy. On the other end of the spectrum, giving levels too easily to the player also creates the same boring effect. When something is too easily gained, most of the time it will be considered as insignificant/not of worth to the player.

ToS actually performs really well in certain areas in regards to this. The level up progression is one of the best I’ve seen/played, with a number of ways to get experience, from Dungeon runs, mercanary mission runs, questing to grinding. The game even have exp curve resets at major points so that the player will feel rewarded with level boosts after a long grind towards the reset. Gear progression up till Rank 7 also feels second nature, as when monsters take an upgrade in stats in each level bracket, there is a new assortment of gears which will be available to the player so that they can continue to progress.

However, there are also areas in which I feel that ToS can do better.

One such area is the locking of an important material, Practonium (purple ball of fuwa fuwa :3), under a time sensitive mechanic. This mechanic, which is RNG based, punishes players with a 24hr lock out if they failed to roll on the low chance of getting the fluff. Practonium is an important item for character progression for players who played well into R8 content (280+ levels). Due to the defence and hp of R8 monsters, it is hard to even progress through R8 content without having an over-upgraded/transcended 170/220 weapon or a 315 purple weapon which requires practonium.

Likewise, due to the nature or R8 content monsters requiring players to get enough attack to damage and defence to mitigate, transcendance becomes one of the needed, non-optional upgrade for many players. In order to transcend equipment, players will need to run Saalus Convent numerous times; and since they are now a neccessity, running saalus has become a daily event for most if not all of the players. Players often create multiple ‘mules’ just to get more saalus runs in order to farm more blessed shards for the main to progress. This further increases the amount of time needed to run such instances, resulting in saalus dailies covering a significant portion of an average player’s playtime.

More on practonium and transcendence will be covered in Chapter III and V as they interlink and affects many areas in terms of balancing. For here we will just cover how both affects the player as a daily neccessity (for transcendance) and a time lock (mystical box).

Other dailies included numerous 290dg runs but since those are optional (as one can earn silver in other ways, although 290 rushes are the most efficient), these don’t really constitute much to the boring/un-fun side of the game.

Like what is said before, gear up till R7 are balanced against the content. Sadly as Rank 8 rolls out, players are not given any alternatives such as white gears to help lessen the need of having high upgrades or transcendence in clearing even the norm of R8 content, which are the normal 280+ maps. Most if not all 270+ gear are locked behind areas which require that gear’s power to acquire. It is rather ironic that in order to get Hasta set one would need to kill Blut, a world boss which normally require at least the defence of the hasta set or a high upgraded set of lesser level to defeat. Or getting the Newt gears will require the player to be in Martuis storage room, which actually requires gears of nearing that calibre to actually survive fighting there.

All the above collectively hinders the player’s progression in the game, so much as to make a number of the players feel that the current iToS is a chore to play instead of being actually engaging and fun. The hinderance at R8 felt artifically added in rather than well thought out. To even progress into end content (just to complete the maps), not end game dungeons like Solmiki, requires a substantial amount of pre-requiste farming/grinding.


Suggestion(s) on how to make ToS not feel like a chore

Changing the nature of getting Practonium

At the time of writing this chapter, @STAFF_Max posted an dev blog interview with Prince_Ken, who design how practonium is released to the player. I’ll just copy my reply and suggestion here from the other post.

Change Mystical Cube interaction into pick a number mini-game. In Mystical cube case, pick a number from 1-50. If the player picks the correct number, he/she will get the fuwa fuwa, parade it and call for a celebration. :3

If a wrong number is picked, the player will be rewarded with potions as before and try again 24hrs later. In the following day, the number to pick decreases by 1. So day 2 will be 1-49 , day 3 1-48 so on and forth. Just like how we have now, ultimately the player will get the fuwa fuwa.

Choosing to do it this way does 2 things. First by revealing a finite set of numbers to the player, it drives a positive connotation to them that as long as they ‘gacha~ed’ correctly, they can get the fluff earlier, if not even with the worst of luck it is 50 tries later. The game can dress this like real mini game with the gacha animation too.

Second is with a finite number like that, it allows the developers to create more content for the players. Make use of the numerous NPCs in the game, give out long daily quests just like the merc quests. For players who have spare time, they can engage these quests to gain 1 extra chance per day to reattempt the number cube.

Ultimately, it gives some form of control to the players, it makes them feel less disappointed as 1) they can see improvement and 2) they can somehow control their ‘luck’.

One small note here is that practonium affects more than just a single character in a team. It will be covered in Chapter III.


Lessen the hinderance on R8 content progression, increasing equipment and reshuffling equipment in the 270 bracket

While I do support that ‘end game content’ such as Solmiki needing really good equipment to contest in the dungeon, the rest of the common maps should be made more accessible to an average player. Players shouldn’t be made to feel that they will need weapons with lv3-4+ transcendance to kill mobs in these maps, nor heavily gem their grynas so that they won’t get hit so hard in those maps (due to not having 270 white defence gear, where does Blint Gear even drop anyway).

Suggestion to adding in white/blue gears in the 270 item bracket. This includes 270 white weapons, armors of various 270 tiers and accessories. Distribute them so that they drop just like how 220 whites drop in the normal R8 maps.

With this implementation, players wouldn’t feel so compelled that they need to farm saalus so many times just to get enough defenses/attack on their 170/220 gear in order to meet even the minimum requirement to survive in R8 maps. This will in turn lower the amount of dailies in which the players feel forced to do (since we only get 2 trys of saalus per character per day) in order to progress. This will also in-turn, lower the reliance of practonium and lessen the negative sentiments on waiting for RNGesus to bless on the mystical cube.

Note: Help the fencers too, they don’t even have a purple/orange 315. Kind of sad that their current best endgame weapon is a rapier that is level 170.


Thoughts on Transcendance

It is really hard to think of a good solution to transcendence as it is so deeply entrenched into the current ToS metagame, anything done to it will affect other aspects of the game. Balancing a game is like trying to balance weights on a flat surface with a needle as its balancing point.

What transcendance affects:

  • Character balancing, class damage and mitigation
  • Content balancing, monster damage and mitigation
  • Health of ToS economy, due to the absolute need for shards now
  • Balance of characters within a player’s team. Mules farm for 1 character (All for One) while themselves deprived of it, to be covered in Chapter III.
  • Balance in inter-player interactions, PVP settings

And what repercussions we need to look out for when changing transcendance

  • Players who are deeply invested in transcendance, how will the change affect them?
  • Players who created many alts to farm for it, how will the game compensate for their used playtime
  • Content readjustment, how will players attempt the existing content if transcendance is readjusted
  • Build restructuring, transcendence is created as one of the bandaids to help builds which can’t make the mark. How will those builds be like when it is changed?

As of such, my current suggestion for transcendance is as follows, (pasted from one of my previous posts tucked deeply in one of the threads). It is still raw and I don’t think it is the fitting solution we are looking for as of now, but hope this will be a good start of a good discussion on how to change it. Many thanks to @ZeroFoxGiven and @Andraax for inspiring this idea, You 2 own this idea :3

Transcendance: Increase effectiveness of equipped item’s stats.

Example
Stage 1: +5% effectiveness
Stage 2: +10% effectiveness
Stage 3: +20% effectiveness
Stage 4: +35% effectiveness
Stage 5: +55% effectiveness
Stage 6: +80% effectiveness
Stage 7: +110% effectiveness
Stage 8: +145% effectiveness
Stage 9: +185% effectiveness
Stage 10: +230% effectiveness

Items such as Max Petamion equipped on a lv7 transcended neck slot will give

+27 str
+27 dex
+27 con
+27 int
+27 spr

Or equipped an Ignition Rod on lv10 transcended main hand slot…

17% chance to inflict [Burn] on an enemy for 10 seconds

It changes the entire dynamics of gearing, promotes a variety of more builds based off equipment and overall makes the game more interesting than just straight up BiS weapon + gear with max atk and def. Even low level equipments such as Zachariel Bangle becomes more attractive to use with this implementation. It also allows the devs more room for creativity, allowing them to come up with equipment with unique abilities rather than just straight up damage or defence. Like a weapon with 40% of its level attack but with a 20% chance to deal every hit in 3 hits etc.

If this idea is taken up, many things will require a change, such as class skill damages, content rebalancing and item rebalancing. Much things to do just to rebalance the effects brought forward by this ‘bandaid’.


"The Household Attributes, Transcendence " a.k.a THAT

How THAT works

Similarly like how we get blessed shards and gems, through saalus (or some other way in which IMC dictates in future). Players are able to buy/sell/trade blessed shards/gems just like now.

Blessed gems are used to upgrade the team household. Household upgrades can be divided into 3 categories:

  1. Core Stats Category

Upgrades are patk, matk, evasion, stamina, hp, sp etc. These upgrades go upwards to a max limit of +100% and are exchanged in denominations of 2% per 10 blessed gems. The upgrades are like the guild’s forges and academies, and will affect all characters in the game account/team. So players can farm shards, contribute to this core stat and every character will benefit from it.

  1. Skill Augmentation Category

This are the so called ‘quasi-equip’ category. Each character will be given a max of 5 slots to add skill augmentations. A skill augmentation can be like the following:

  • -2 secs cooldown to all skills
  • Changes all attacks to 2 hit attacks (become fake multi hit, +10% damage total but divide into 2 hits)
  • +100 fire element prop damage (and all other props)
  • Changes basic attack to element prop
  • % chance to resist negative debuffs
  • % chance to freeze on attacks
  • so on and forth.

Different skill augmentations requires different amount of blessed gems to purchase. For example a “-2 second cooldown to all skills” requires 20x blessed gems and a “-5 second cooldown” requires 100x blessed gems. Each skill augmentation only need to be purchased once and is available to all characters in the team. However, each character can only equip up to a maximum of 5 such skill augmentations. Players can change their augmented skills in the character select screen just how how they pair companions with the character. Players can come up with skill augmentation combos such as adding chance to change mob’s element property and having elemental damage that deals more to that property.

  1. Class Mastery Orbs Category

Apart from skill augmentations, players can purchase class mastery orbs. Previously in another post I highlighted about this idea, think it will be great to merge this with THAT. Here is the link to the previous idea (Thanks @Kupomancer for the name):

Basically as a limitation, each class can have a max 5 mastery orbs, with the limit of mastery orbs per character determined by the Rank of the character. A rank8 will have 8 mastery orb slots, a rank 10 will have 10. Each mastery orb can be purchased at a rate of 40 blessed gems per orb. For this purchase, the orb isn’t shared across all characters but is only for individual character. Once assigned to the character, the character can freely change where to put the mastery orb on which class their build has.

Benefits of THAT

  • Solves the problem of All for One, all characters will benefit when they contribute blessed shards/gems

  • Gives more reasons to reroll, increasing longevity of the game

  • Gives IMC a platform to fix classes via Mastery Orbs, MO upgrades can help improve how low ranking classes work in end game

  • Allows more room for unique builds and creativity in builds with skill augmentations. There can be hundreds of augmentations implemented and with many combinations to choose from, even class builds that are the same will play differently. It also gives collectors another goal to strive for, to collect all the augmentations.

  • Limited core stat boost also limits power creep.

Cons of THAT

  • Shards become all the more important, which will affect market and economy.

  • Players who have few characters will have to find alternative means to get shards (IMC can increase the drop rate and availability of them though)

  • Saalus will become even more of a neccessity, but then it depends on how IMC implement where the shards will drop.

  • Content need to be rebalanced to suit the new transcendence

  • Equipment’s patk/matk will drop back to before, in line with the core stats but pale in comparsion with R8 skill damages, and this will need to be balanced

Compensation to players with existing/legacy transcended equipment

  • All existing transcended equipment will revert back to their basic forms

  • Players are compensated with the same amount of blessed shards as per how much they invest in their transcended equipment

  • All current blessed shards and gems (armor/weapon) will be converted to the new ‘THAT version’ with a 1:1 exchange.

Note:
Blessed gem prices are raw and tentative, they are there to just serve to put the idea across.

Original post here:


To read about the previous sections, please visit the links listed at the beginning of the post.

Next upcoming Section III - [Balance within player’s own family - the All for One Syndrome]

30 Likes

So…which staff member is responsible for translating this for the Korean devs? :slight_smile:

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Miko Quest?
Shinobi Quest?
Rune Caster Quest?
aka flower picking quests in general…

Current endgame weap for cryo3 class is Audra Staff for the +2 skills.
Why isn’t there a rod version to match the rod mastery so a shield can also be equipped to benefit from Ice Shield?

What’s the fun in realizing that the actual endgame is 99% afk silver making and 1% dailies/farm?

3 Likes

Because you can always do like Five Hammer, grab an Ice Rod, open the slots, put the Lv 10 gems, enhance it till you can’t anymore, and shove Transcendence on it, same for Ledas Shield.

IMC say this game is not the same as RO, but the way we have to gear to get a good build is basically the same, we walk around with old gear because the new ones doesn’t offer some good stats for certain builds.

You do all of this, just to realize that…

1 Like

I agree, much more itemisation is needed for a more engaging end game. If only they can take cues from other game such as D3, have items that fundamentally change the mechanics of the skills.

An example:

Frost Rod -
Increases damage of ice skills by 150%. All Ice skills loses chance to freeze. Ice blast becomes an aoe like frost nova.

or

Flare Staff
Fireballs locks mobs in place during their entire duration. Reduces damage of fireball to 40%.

or something like

Alchemist Potion sling - Rod
Grants the ability to throw potions at monsters and allies. HP potion will deal a DoT based off INT and potion strength. Movement speed potion gives mobs a slow debuff. User can no longer auto attack.

For quests wise… most of the MMOs quests follow the standard templates of:

  • Kill X monsters at Y location
  • Fetch Z items
  • Defend W for U time from X to Y location

There isn’t really much we can do about it. But granted, quests like miko quests should be fleshed out more though.

2 Likes

From Jane McGonigal:
Fiero is what we feel after we triumph over adversity. You know it when you feel it – and when you see it. That’s because we almost all express fiero in exactly the same way: we throw our arms over our head and yell.

  • Reality is Broken
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Thanks @myself for the recommendation XD. I go listen to the audio book.

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Ah, 4-slotted weapons with 4x cards or 2x/2x always come in mind.
This kinda changed on renewal tho.

(sorry for offtopic btw)

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I barely played the official, played a couple of the “alternative” ones, but the game always seemed lacking something for me…

Well, in ToS, things could be different, more original too, but well, I really doubt something original will come out of this game tbh.

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I don’t have the exact numbers but as i remember, the damage formula for pre-renewal RO is designed to make atk modifiers the superior factor to increase damage, so putting 4 of the same cards or a 2-2 combination is the best - and the only equipment with most slots are the most basic ones equippable at level 1 :joy:, which is something similar to TOS.

They changed it post-renewal to something favoring base/raw atk of the weapons rather than atk modifiers. I am thinking they might do the same rework.

*cross fingers

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I wish that was the case, but as they announced in the Hunting Ground items, and the appraisal system, we will have a chance of getting higher level things with more duration, potential or gem slots when you appraise them.

So we will have the same thing as of now but with updated stuff.

In a way, I think it is better, hopefully it will make gearing less dependend of Transcendence System, which imo, it’s just a waste of time with a filler to make the game experience longer (I think it is 4 or 6 months of farming + 600 million silver to reach Stage 10).

There are better ways to do that, we have been giving suggestions about long term content since iCBT, but it only fall into blind eyes.

Then again, they can’t fix the mess they did, unless they start from scratch, even so, I wouldn’t doubt they ended up doing the same mess again.

So what they are doing now is plugging a hole in one side by make other holes on the other side.

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I feel that hunting grounds is their answer for helping us get items which will tide us through until we get 315 weapons. They just need to implement them on iToS… ><

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About the appraisal system…ktos players have difficulty getting the appraisal class so far. It seems we will have to rely on the appraisal NPC

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I think it is a good system, I just think they should remove transcendence, that way the game get a bit more of balance.

Hard content is not always challenging, but depend on how they apply that.

If they add a variety of skills to the monsters, it will make things more challenging, but at the same time, they need to balance the monsters strength (specially the ones at R8 content).

I already saw some monsters with Reversi just don’t remember which ones was, that is something interesting to have, Myrtis also have a Mass Dispel skill, that one that destroy magic circles.

Possibility are limitless, but their imagination is 0.


At certain point is fine, but depend on how hard it is to get the class, like Miko or the others, taking long doesn’t mean being challenging.

A long quest line would be preferable than wait hours or days in a place to get a single item.

I’m all for transcendence rework (equip slot-based instead of equipment-based) and introduction of white and blue alternatives for 270 and up (if they aren’t here yet).

Right now, it’s really a pain to just focus on improving one volatile char at a time considering how randomly changes are implemented here and there or issues on skills and skill2skill & item2skill interactions are occurring. Who knows what happens to Agny in a future patch.

This of course may probably not be a problem for a few who either has 24/7 farms (mass AFK, AFKmacro, bot) or can throw money at IMC or gold sellers. While those who are throwing money at IMC helps fund the game, when a player is forced to compete in a way do we really need more of those botters, excessive macroers, mass AFK farmers and gold sellers infesting our maps, displaying middle fingers at every newbie they encounter?

Maybe this game was also designed for one to no-life or make it almost like a full-time job just to be better at - but does that alone help keep a game growing or at least alive for years?

Most players I know in almost every MMORPG I’ve played want to have fun by trying different classes and builds until they meet that one true build they’re comfortable and happy with (which they later may get tired with and would want to continue trying other builds), without becoming gimped as they near endgame, and at least being able to rotate super-rare gear between toons if necessary.

Keep existing pop happy + make newbs feel at home = healthy increasing population

Right now, the game’s just like this:

Ignore issues which is slowly dwindling the existing pop + f*ck ya’ll noobs gitgud = http://steamcharts.com/app/372000

This is the kind of “fix” that IMC seems to be comfortable doing instead of revisiting older implementations and considering suggestions from the players.

Class too weak? Here’s an item to make it stronger.

I’m not saying more content and alternatives is bad, it’s just that IMC (at least on our version) seems to have completely abandoned trying to fix underlying problems and would rather keep putting bandaids on top of other bandaids. Almost more stuff = more possible issues, which makes it harder for them to go back to dealing with the older issues.

Balancing doesn’t just mean introducing MORE things, it should also comprise of removing and changing existing things.

1 Like

Personally I feel the transcendence system was made in hopes of facing the scaling damage issues without having to fix the issue at all.

I’d love for the transcendence be eliminated and the root issue be worked on, the moment they introduced that system was the moment they decided to ignore players. Yes if the system is scratched entirely those who already got to trans 10 will suffer, I myself I’m not that invested just at stage 4. But, I feel that for any progress to be made in a good way they should not be afraid of reworking existing systems.

Yes it is not the one and true solution, they could keep it and make it like nekorin sugested, there are many things they could do with it. However, the root of the problem. It must not be ignored.

If they lose hundred of players in hopes bringing thousands when facing the transcendance system it’d be alright on my eyes, if they fail to bring new players with whatever they do, it wouldn’t matter either, since the game lost most its footing on international markets, killing it quickly would only be a service to the company, but saving it would be just as good if not a better move.

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ahh

like how RO mobile enchant if transfer from same level equipment, no loses.
If transfer to lower or higher level equipment, loses will be inform in prior/warning dialog

yep, i comfortable switching equipment in RO mobile~

an equipment took me 10mil zeny to enchant, will bring forward to the next equipment~

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Yeah, I too believed transcendence should be removed, but then it might upset a good chunk of the dwindling population.

We are also not certain if removing it completely would be significant enough to make the game more pleasant to more new players even if we lose some oldies, in a way that the population makes a positive gain.

Transcendence unfortunately isn’t the only problem this game have. It isn’t even the problem most new players have (check out the steam reviews with less than 100 hours).

Yes bro, I actually got the idea from that.

While playing ROM (I stopped because I want English to enjoy questline :smiley:), I realized “what if TOS has this kind of upgrade system, or at least a variation of it?”

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i dont know man. the sky is the limit~

i still wanna play TOS, brainchild of mr kim, not some random get-together-forum-suggestion TOS.

hrmm…

1 Like