Tree of Savior Forum

Non-RNG refinement system

Remember when saalus is not a necessity everyday just to get shard?
Feel salty seeing someone has +27 weapon?

How about delete both transcend and anvil completely and introducing new evolution system?
1.Only vanilla/appraised weapon can be evolved
2.Once you enlisted your weapon to blacksmith’s evolution system your weapon become
-untradable (anti RMT player)
-unshoutable (prevent show-off)
3. it will grow stronger only by killing enemies within the same level as player (patk/matk +20% of killed count, killcount capped at weaponlv*100, i.e: lv315 weapon capped at 31500 kill and add 6300 patk/matk) to prevent exploiting low level kill
4. it can evolve to new form like migantis -> pevordimas to keep player enthusiast
5. No RNG involved, only the most diligent player will have the strongest for themselves

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Do you think it helps??? We will get more bots and afker on the server plus in your way, people will spend less in the cash shop. And I don’t think it’s gonna work.

my wet dream…

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If you wanna blame, blame imc that give us all the diamond Anvil from the event. In my server, I know some people who got more then 30++ DA from that event.

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thats why i propose only monster with the same level as player that count. If you are lv 360, only lv 360 monster count. I never saw bot in the highest lv map, they usually occupy lower lv map with high density like lhadar forest. It will forced even RMT player to grind their weapon to the max, no more shortcut to godlike weapon. The next time you peek someone with max evolved lv 350 weapon, that means he already killed 35000 monster and deserve that power, saltiness not detected because you can get there too sooner or later.

Cash shop is better for cosmetics only, never interfere with access to power or else it will be called P2W.

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I don’t like refine either, but refine system is the most korean thing you will find on an mmorpg. I doubt IMC will ever think about this.

A good thing would be capping refine to something like +15. Even if players have a load of exploited diamond anvils, they would still be limited by equips at some point, to prevent huge discrepancies between exploiters/gold buyers and honest players.

play the game //char

play the game??? what do you mean?

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31k monsters are less than 10 hours of gameplay. >do a party in the lowest range possible >get maxed weapons on every single alt in a month >quit the game

Just after 20k you would have so much free attack that the packs die in 1 skill

And for play the game i mean that you should play the game, that’s the way to upgrade your weapons.

4shit detected…

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hahaha, it is just an early suggestion, if you think 35000 is considered too low, then feel free to multiply it again and again with x100 until you satisfied.
There is a big chance my idea wont reach developer, but at least i voiced mine.
i played the game since May 2016, without break on the middle

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If someone has a +27 weapon he probably farmed that amount of monsters but tenfold to buy them diamond anvils. And don’t even try that rmt meme with me, people is not spending 1000 euros for a damn weapon.

Allow me to make a constructive post regarding RNG and what we know as “time walls” that exist so commonly in most MMORPGs.

The primary objective of any game is to fetch as many players (thus profit as much) as they can, correct?

In most games, this comes in the form of advertisement, popularity, pricing, and general promoting of your game.

However, MMORPG games have an inherent problem that most normal offline games don’t: They require players online to draw more players to the game. Not just that, but their revenue revolves around having players online and buying cash. This is very different when compared to offline games that don’t care wether or not you actually play the game, they only care if you buy it or not.

Therefore, the general assumption of a mmorpg is to try to keep their players in the game. A good offline game makes success and they release a new version of the game, while MMORPGs have no intent to segregate playerbase between ToS 1 and ToS 2, for example.

Now, keeping players entertained (and online) on your game while you develop it is much more complicated than it sounds. It is physically impossible to develop new content faster than your players can play it.

The answer developers find to solve that problem is to add “time walls”. Basically, past a certain point, you need to exponentially waste more time to get stronger.

Time walls can come in the form of RNG (your example of how hard it is to refine a wep to +27), excessive grinding (i.e. how long it took to get a 2 practo wep before), or even actual real time limitations (i.e. can’t hunt infinite amounts of blessed shards per day simply because game won’t let you). Some games even add things such as infinite reborns or infinite level cap to give players the false sense they are always “progressing”.

I know I am taking many turns with my talk here, but what I’m trying to explain to you is that changing the refinement system from RNG based to something like grinding based will not solve the essence of the problem. The time wall will still be there, and getting higher refinements would still require insane amounts of grinding times.

If they make the grinding too short, players leave because they got bored (can no further progress). If they make the grinding too long, and don’t add an objective to it, players get upset and leave because they require too much effort to keep getting stronger. The keyword here is balance.

Farming 1 year for +27 trans 10 wep? No fun. I mean, there is no content that requires such absurdly strong weapon. For what purpose are you even doing that grind?

Farming 2 weeks for +10 trans 3 wep, unlocking new content to do, farming another 2 weeks for +15 trans 6, unlocking even more challenging content, farming now 4 weeks for +20 trans 8, being able to kill stuff that you weren’t even able to kill before, and so on… Guess what? Super fun!

Finally farming a whole year for your +27 trans 10, now being able to solo the hardest world boss and being able to solo the hardest raid dungeon in game, is it worth it? Yes, because the grinding was fun along the way.

Will there be a huge power disparity between players? Yes. But this is a mmorpg game. Putting effort into the game should always be rewarded. This is very different to fps or moba games where player skill prevails and you make the game with the principle that “everyone should have equal chance to win”.

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RNG to get rare item? thats acceptable.
RNG to get stronger? May the luckiest one win. If i know i am lucky i will only using 1 blessed gem each stage to get from stage 0 to stage 10
What keep us entertained actually is the sense of progressing’s feedback (and we are the one who are in charge at controlling the situation, not some RNGesus), not the end result. After we reach the result, our joy level will depleted rather quickly than when we were still progressing.

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