Tree of Savior Forum

Numbers of daily dungeon entries should be reduced

Can’t really see a “RO successor” when all you do later in the game is login -> do 5 dungeons runs -> logout -> repeat. Field grinding is completely pointless when dungeons give such high numbers of XP. I’d reduce the 5 run limit to 2, maybe even 1. Mob density should be increased too then, as well as the channel amount

The solution isn’t to cut off dungeon access, its to make the alternatives more appealing. It’d take a bit more than higher density for that.

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Well, there are only 2 ways to level up in general and one of them is completely inferior. The only reason why anyone would field grind is for materials

Good thing it’s not an “RO successor” then

You will never see a RO sucessor, take that out of your head, this game is different in many aspects.


The game is not even completed yet, the max level is supposed to be up to 500, there are lots of things that was took off to make the development easier, and there is lots of things to be fixed or balanced, in all honesty, if Nexon KR didn’t pushed the Release in KR, i doubt IMC would be doing OBT here at Int version this time. The game have much to be fixed and done yet.

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Everyone who wants to, will be max level eventually. What they need to do is to increase the item rewards that field bosses and mobs give over that of dungeons to prevent high leveled players from doing their dailies and logging off.

Doesn’t matter much, what is the point on going on and on grinding items? Have hoarding guilds camping every single world map boss? Not that it will not happen on the actual state, right now, there will be lots of “social” problems because of the lack of content, it is inevitable since there are other things on IMC first plan of development.

If there are hoarding guilds camping, that’s where guild pvp comes in. And although there is a lack of content, content will always run out. Games depend on the community to keep it alive and competition is what drives it.

they should increase the exp gained from field grinding

imc forgot the reason to design an open world game in the first place

Sure, so you meant that whoever aren’t in a guild should just deal with it or are forced to join one if they want to have a chance?
Competition is all nice and good, when done healthy, be it at games or real life, but when a group start to be harmful to the others around things change.
Don’t get me wrong, they can do whatever they want as long as don’t cause the “innocents” harm, but that is where the catch is, where is the rule that state they have to do it on a healthy way?
Don’t confuse competition with harmful behavior, GM’s won’t do a thing about it, GvG? Sure, but who can assure that the other guild won’t do the same thing?
I do agree that the spawn areas are not being used to its fullest, at least in some maps, content, as i said, i am sure they will be added later as development will reach its final phase.


This game is not open world like Defiance, The Witcher 3 or The Crew.

They can go farm the maps for rare drops then, and I never said to remove dungeons from the game. The best items should be limited through open competition or guild raids though. And it’s the players who will decide how to compete in a “healthy” or “harmful” way. The only way to prevent drama is to remove interaction between players which is what focusing on daily instanced dungeons will do. I don’t think the trade-off is worth it and it will do more damage over time to the player base.

Removing interaction between players greatly hurts the community.

I’m glad that there’s a viable way to level now that isn’t sitting in Demon Prison forever, but it still needs work. You have all these maps that now aren’t worth going to for more time than it takes to scan over the quests in the area and move on. The spawns need to be increased almost everywhere, and they also need to be random.

The timed spawns at Dina Bee, for example, were a great place to level. But it resulted in there only being a few viable camp spots, where you just sat and waited for bees to rush in. Pretty boring, and I’d much rather prefer the spawns be distributed across the map and random, forcing you to actually hunt for them. A mix of the two would be nice, since certain classes ( like dievdirby ) heavily favor camp-farming, and it shouldn’t be totally removed.

That is why i said the catch is there.

Just wondering how daily instanced dungeon remove player interactivity? You are playing with others the same way.
Prevent drama? Only SP games do that, there is no way to remove that from an online game.

There is no trade-off on both situations, the actual, and the one you proposed, the actual problem is, the way it is right now is just for a test, IMC will fix what have to be done by time during the testing when a percentage of players hit the max level on current game state, or they could release something even during that.


What i am saying is, the actual state is not the final one, its OBT so it is still a test, i do expect big changes during the OBT and in all honesty, if it is to go as OBT, i do hope IMC only take it at Release state when we can at least hit level 500, have access to all the maps and the major problems have been addressed correctly.

I got what you mean, one thing hat could be done with what you said is, the spawns are random, 2+ depending on the map, the monsters keep spawning for a while on point A, C, E and then, after the time limit it will start to spawn on point B, D, F then back to the first points.
An exemple, there is Tenet Garden, it is a huge map compared to many others, there are lots of spawn areas and many are close to each other, a group can move around 2 or 3 of them with easy there, on Dina Bee Farm there are around 4 areas that could be good spawn points if i remember well.
On iCBT there was only 1 worth spawn point and 2 half decent, found couple of times hackers leveling there.

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Because once you are done for the day, you log off. That’s why the best items should not be gotten through instances (unless it requires a guild).

Assuming you have faith in IMC to do what needs to be done, whose feedback will they listen to? I’m not so sure we will get region specific content.

If we go the way you say, then everyone will need a guild to get good item, and war will be waged each time a boss is up (not sure if there is a limit on At war list, if there is even something like that), whoever don’t participate on a guild will have to deal without good gear unless they buy it from others (hence the hoarding guilds).
I know that there are players who are more interested in being the most rich and what not, but if the system is made to be like that, what is the fun of it? I am not saying to turn it easy to anyone, but i think anyone at least should have a chance to grab something.
You talk about people coming only a day after daily dungeon resets, that is up to each, if a good guild master see its members doing that i am sure he would put a hold on that, now if it is a guild that only want numbers and levels but no social contact, what is the point them?
Sure, there are people who will play casual, but i doubt they will go on that way, hardcore players i doubt too, so which class is these players who only do the dailies?

Independent if i have faith or no, i think it is the right path they have to take, unless they are just wasting time and money creating something of this magnitude to just kill it before even complete, i am sure they aren’t retarded to throw money off window.
About feedback, it is up to them if they will do or not, tbh, if they don’t they are losing hard on it.
Region specific content? On Int server probably only stuff that happen on US (like 4th July or Halloween), on LA server may be Carnival (which is the only one that is highlighted here), i don’t see any problem with that, it happens once a year anyway.
Now, community suggested content is other thing, some people really did came up with some nice ideas.

I never said to remove instanced dungeons, just not to have them compensate more than field bosses or guild activities. I also never said that they should reward you with garbage. Maybe you would like it phrased as “more exclusive items”?

People will eventually just do dungeons and log off once they are maximum level if they don’t have anything else to do. Why would you do anything else if you aren’t sufficiently rewarded for it?

I do mean community suggested content. Thing is, I don’t think they would give us something and not give it to the Koreans, and what works there might not work here.

Me neither, i am following your line of thinking, you said to be less compensating than field bosses, but dungeons are the hardest areas, the ones that give more work, if the reward is lower than field bosses, why dungeons then? You say more exclusive items, that is the difference on them from the “regular” ones you get from dungeon? You have to be specific then we can say if it is worth or not, but i still state that it is not the right way to do this.

That can be for who don’t have any compromise with others, but who play the dungeons, and come to have some fun after a long day at work, i think it is fine, why do you talk like every single player will only log in and log out? I myself not always will be leveling, i know people will do the same, just sit on a map or city and chat, just pick a subject rolling on shout chat and follow it also, go hunt materials or gear, go play with guildies, go take care of the fields on their guild area, craft, explore, check the market, check an alt selling spells or offering services.
Stuff to do there is lots, if one just want to login and out, let them do, they may have better stuff to do or no imagination at all to be playing online games.
What i just said fall under what you said before, content is made by community, indeed i do agree on that, our actions on the game will form something be it at the short or the long run.

I doubt events that reward something aren’t accepted there, why wouldn’t? It is a chance to get something first than others or something “exclusive”.
Depending on what they make there, can be adapted here, its a matter of talking and listen.

Guild dungeons should be harder than normal dungeons. People will always do dungeons because they are convenient and have no outside competition. And whether or not it is the right way, it’s the current way the game works, people need the items from field bosses and they are limited. If we’re going to go back to the original topic of this thread, I think five times is far too many. It’s enough times to deter people from doing anything else.

Sure, let them do that, but don’t encourage it by misplacing incentives.

Because we already see this happening in kToS. Maps outside of dungeon entrances are completely dead, you don’t see people out doing things, you see them in crowds queue-ing for dungeons and then disappearing.

This was made even more clear when they put in a system where there was 50% bonus exp only during 6 hours of the day ( 6pm-12am ). The server was essentially dead until those times, where people rushed on to do dungeons before 12am hit, and then it became dead again.

I really, absolutely, hope that they never implement anything like this system in iToS. I don’t think they will, since it’s an International server, and having time based exp gains during the day wouldn’t make sense.

You can say that people will just randomly do things since there are a bunch of things you can do in the game, but the large majority will do the most efficient thing. Just waiting until the next day and logging on again to do dungeon runs is actually more time efficient for you. Hoping for a robust community to rise from the scraps of players that aren’t doing it the easiest way possible isn’t really valid.

I don’t really believe in just hoping that things work out. We should be talking about it and pushing for a clear design choices that foster good community interactions, and keep the game open world.

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