Tree of Savior Forum

My solution to overcrowded grinding spots: an optional PK channel

Well it was initially addressed as solution to overpopulated grinding plots, but through discussion I and a few others have come to the conclusion that yes though it may be a nice feature it doesn’t primarily combat the issue and there are others best suited for the job.

You’re free to have your own opinion but that’s my view.

Oh, I know, I just meant that I don’t really care if it was suggested as a solution or as an excuse, just that if everyone is okay with the idea in the end I don’t see much reason to keep arguing about it.

Well, not everyone is okay with it, since ophiuchu and AkaiKiseki exist

Now, now. No need to be rude, you said so yourself you wanted people to stop arguing then you go ahead a directly bring them back into this?

And as far as I can see it has indeed just recently come to a conclusion and nobody but me and you are continuing this discussion.

Wait what

I was being rude? I really don’t know how but I apologize if it sounded like it.

People really don’t seem to know why a PvP channel was suggested for this.

There is clearly interest in it to the point where it would be able to reasonably populate a channel, and it would mitigate the oversaturation of players in grinding spots on those channels. It wouldn’t fix the entire issue, but honestly it would be a pretty good step towards it since it means players would be in control over this aspect of the game.

I honestly think that it’s pretty depressing how dependant the players want to be on the game doing everything for them. If there is a player-controlled solution that can at least mitigate the problem to a degree while simultaneously satisfying an audience, then there’s no reason for them not to take that option. Adding more channels would solve the entire problem yeah, but it would also make the game alot more barren.

You want to talk about the community being split? Then how about the population being split to the point where seeing other parties and stuff becomes an irregularity. An MMO should be about interacting with a large number of players, and channels do the exact opposite of that. More farming spots would no doubt fix it, but that means creating more content via maps and stuff, which is bound to take up more resources than merely creating a customized channel with a different system for player rules.

Most of the criticism towards this has been either by people simply not liking the fact that people participate in the activity and somehow turn the community “toxic”, which is absurd. The other complaints has been that it doesn’t solve the entire issue. Well no ■■■■, but if you can give desired features to the playerbase while simultaneously providing a partial solution, then there’s very little reason not to.

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Yup, nice sum up. I just thought of an idea that could be fix the issue altogether though. Why not just bigger parties or a raid feature?

The idea of a PVP channel doesn’t bother me. If people want to risk it for the biscuit in a special channel where you’re in constant danger of other players killing you then go for it. I just thought it was funny how it was proposed as a solution to something which isn’t going to fix a problem. People WILL eventually populate that area and it’s counter productive for grinding since you’re now fighting mobs and people.

Is it my cup of tea for a game like this? Not really, but I’m not opposed to it at all if there’s no real incenitive to go there like increased exp or drops which would cause problems.

While I disagree when you say it won’t fix the problem as it seems like you’re just dismissing it, it won’t fix it altogther bu it will definitely help especially if it gets popular. Also there is no reason why there would be only one pvp channel, there might be 2 of each or 3 pve - 2 pvp if it were to actaully be implemented. But I do agree with the rest you say.

But why would this make you opposed to it? You literally just accepted the fact that due to the player interference, you’re not going to be able to farm as actively without disruption. Increased exp or drops being added to at least make this slightly less of an issue to not punish players for playing on that channel to begin with would obviously be a good way to change that.

If players are accepting the risk of being PK’d then they should obviously be rewarded for overcoming that challenge. Like I already said, certain spots will be taken over by guilds but that won’t even be a problem seeing as how other groups of players can just take it over by you know, killing them. Certainly it won’t be easy, but it’s ridiculous to think that competition over these areas won’t be a common occurence.

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I really, really don’t see how requiring organized parties in order to be successful on a PvP server is somehow a bad thing. Larger guilds are going to be able to hold farming areas more consistently, but beyond that there’s still going to be active conflicts started by other guilds. If you’re in a smaller party then you’ll always have less success, that much is obvious. Thing is that this happens in PvE as well where the most organized and larger group manages to hog the most farming areas to themselves. Difference is, on a PvP server you can actually do something about it.

I think it’s a whole mindset type thing. It feels like Pve players really don’t like to be killed or at an unfair advantage. whereas most Pvp players see it as a challenge or just another fun thing to do in the game. All this situations that are arising from small feuds to bigger guild wars are what make Open world Pvp fun and I think most Pvp players would agree on that. Archage is a good example. When you go into a Pvp server while thinking “I just wanna grind in peace I hope I don’t get killed” Then you’re in the wrong place.

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Your reward is the PVP it’s as simple as that. Otherwise it’s highly abusable and a problem for people who have no interest for it. Also! I think you really don’t understand the scope of things on how intense the PVP crowd can be for domination which breeds this “toxic” behavior you think doesn’t exist due to competition.

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Hm well it seems weird to me why people play an mmo and not want to do group activities but I’m pretty sure i’m right in saying that the majority people are party players and do enjoy group pvp more so than solo playing. And although it’s not really a good thing to just rule out solo pvp players in an open world environment, I’m not really sure how you could go about making things easier for them without completely destroying it for party pvp and gvg.

If you want to duel then there’s already an arena and things like that. The entire point of OWPvP is to be able to incorporate the PvP aspect to other aspects of the game world like farming. Organizing parties and actually having to put effort into it rather than just mindlessly grinding away with no resistance is practically the definition of boring.

Calling anything “tryhard” is just ridiculous, what the hell is that even supposed to mean? People actually trying for what they want to accomplish? Oh boy, I’m sure all of hell would break loose if people needed to think and make preperations for things before they actively engage i them.

The population dwindling is an entire non-issue, since you can just switch channel. It’s not difficult in the slightest, nobody is forcing you to participate in the activies which go down in that channel. Forcing things to be fair just leads to it being stale, the more freedom an aspect of the game has the better, and organization becomes far more key to consistent success.

That’s ridiculous. Implementing a feature while simultaneously punishing players for participating in it would turn the entire concept to an absolute joke. Giving players benefits for pre-grind preperation, actually staying aware, and coming up with plans to not get wiped is natural and would should be applied to any part of the game which adds all of these factors.

The thing you’re calling “toxic” is literally just players utilizing the feature presented. Yeah, if a single player goes in on the channel with no preperation then he’s obviously going to be killed. This much is obvious, but you seem to interpret this as a bad thing. There’ll be no active harassing players by killing them whenever they leave town because the option to change channel is always there. This is a very simple concept to grasp that seems to escape so many people in this argument.

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That I really have no problems with, a PvP server without risks would honestly just be pretty dull since it means that dying would have no reprecussions. If groups could just tp back to the same map without having suffered any losses from their deaths then it would lose all meaning.