Tree of Savior Forum

["Official" Player Feedback] Change DPK to RNG

Since IMC is asking for player feedback, I want to make a clear and official suggestion why DPK needs to be changed. Here are my argument points:

  1. DPK goes against your gameโ€™s motto of player collaboration. Instead of working together to get rewards, players need to fight each other to get the loot. This decreases player interest and reduces community collaboration. Players will play less and spend less money.

  2. DPK encourages unethical behaviors and bullying because it requires players who are hunting for the items to dominate a channel to secure loot. This increase player frustration and reduces community collaboration. Players will play less and spend less money.

  3. DPK requires 1-3 dedicated hours to secure loot, which stops players from enjoying other features of this game. This reduces player involvement. Players will play less and spend less money.

Solution:
Replace DPK with RNG. This will give players the power to work together, which is what makes MMO fun. This will give players the power to grind for however for they want, and still be able to join community activities (TBL, GvG, dungeons).

The following is for your Dev staff that has language barriers:

IMC๊ฐ€ ํ”Œ๋ ˆ์ด์–ด์˜ ํ”ผ๋“œ๋ฐฑ์„ ์š”์ฒญํ•˜๊ธฐ ๋•Œ๋ฌธ์— DPK๋ฅผ ์ œ๊ฑฐํ•ด์•ผํ•˜๋Š” ์ด์œ ๋ฅผ ๋ช…ํ™•ํžˆ ์ œ์‹œํ•˜๊ณ ์žํ•ฉ๋‹ˆ๋‹ค. ๋‚˜์˜ ๋…ผ์ ์€ ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค.

  1. DPK๋Š” ํ”Œ๋ ˆ์ด์–ด ํ˜‘์—…์ด๋ผ๋Š” ๊ฒŒ์ž„์˜ ๋ชจํ† ์— ์–ด๊ธ‹๋‚ฉ๋‹ˆ๋‹ค. ๋ณด์ƒ์„ ์–ป๊ธฐ ์œ„ํ•ด ํ•จ๊ป˜ ์ผํ•˜๋Š” ๋Œ€์‹ , ํ”Œ๋ ˆ์ด์–ด๋Š” ์ „๋ฆฌํ’ˆ์„ ์–ป๊ธฐ ์œ„ํ•ด ์„œ๋กœ ์‹ธ์›Œ์•ผํ•ฉ๋‹ˆ๋‹ค. ์ด๋ ‡๊ฒŒํ•˜๋ฉด ํ”Œ๋ ˆ์ด์–ด์˜ ๊ด€์‹ฌ์ด ์ค„์–ด๋“ค๊ณ  ์ปค๋ฎค๋‹ˆํ‹ฐ ๊ณต๋™ ์ž‘์—…์ด ์ค„์–ด ๋“ญ๋‹ˆ๋‹ค. ํ”Œ๋ ˆ์ด์–ด๋Š” ์ ๊ฒŒ ๊ฒŒ์ž„ํ•˜๊ณ  ์ ์€ ๋ˆ์„ ์“ธ ๊ฒƒ์ž…๋‹ˆ๋‹ค.

  2. DPK๋Š” ์•„์ดํ…œ์„ ์‚ฌ๋ƒฅํ•˜๊ณ ์žˆ๋Š” ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์ „๋ฆฌํ’ˆ์„ ํ™•๋ณดํ•˜๊ธฐ ์œ„ํ•ด ์ฑ„๋„์„ ์ง€๋ฐฐํ•ด์•ผํ•˜๊ธฐ ๋•Œ๋ฌธ์— ๋น„ ์œค๋ฆฌ์  ํ–‰๋™๊ณผ ๊ดด๋กญํž˜์„ ์กฐ์žฅํ•ฉ๋‹ˆ๋‹ค. ์ด๋Š” ํ”Œ๋ ˆ์ด์–ด์˜ ์ขŒ์ ˆ๊ฐ์„ ๋†’์ด๊ณ  ์ปค๋ฎค๋‹ˆํ‹ฐ ํ˜‘์—…์„ ๊ฐ์†Œ์‹œํ‚ต๋‹ˆ๋‹ค. ํ”Œ๋ ˆ์ด์–ด๋Š” ์ ๊ฒŒ ๊ฒŒ์ž„ํ•˜๊ณ  ์ ์€ ๋ˆ์„ ์“ธ ๊ฒƒ์ž…๋‹ˆ๋‹ค.

  3. DPK๋Š” ์ „๋ฆฌํ’ˆ์„ ํ™•๋ณดํ•˜๊ธฐ ์œ„ํ•ด 1 ~ 3 ์‹œ๊ฐ„์˜ ํ—Œ์‹  ์‹œ๊ฐ„์„ ์š”๊ตฌํ•˜๋ฉฐ, ์ด๋กœ ์ธํ•ด ํ”Œ๋ ˆ์ด์–ด๋Š”์ด ๊ฒŒ์ž„์˜ ๋‹ค๋ฅธ ๊ธฐ๋Šฅ์„ ์ฆ๊ธฐ์ง€ ๋ชปํ•˜๊ฒŒ๋ฉ๋‹ˆ๋‹ค. ์ด๋ ‡๊ฒŒํ•˜๋ฉด ํ”Œ๋ ˆ์ด์–ด์˜ ์ฐธ์—ฌ๊ฐ€ ์ค„์–ด ๋“ญ๋‹ˆ๋‹ค. ํ”Œ๋ ˆ์ด์–ด๋Š” ์ ๊ฒŒ ๊ฒŒ์ž„ํ•˜๊ณ  ์ ์€ ๋ˆ์„ ์“ธ ๊ฒƒ์ž…๋‹ˆ๋‹ค.

ํ•ด๊ฒฐ์ฑ…:
DPK๋ฅผ RNG๋กœ ๊ต์ฒดํ•˜์‹ญ์‹œ์˜ค. ์ด๊ฒƒ์€ ํ”Œ๋ ˆ์ด์–ด๋“ค์—๊ฒŒ ํ•จ๊ป˜ ์ผํ•  ์ˆ˜์žˆ๋Š” ํž˜์„ ์ค„ ๊ฒƒ์ด๋ฉฐ, ์ด๊ฒƒ์ด MMO๋ฅผ ์žฌ๋ฏธ์žˆ๊ฒŒ ๋งŒ๋“ญ๋‹ˆ๋‹ค. ์ด๊ฒƒ์€ ํ”Œ๋ ˆ์ด์–ด์—๊ฒŒ ๊ทธ๋“ค์ด ์›ํ•˜๋Š” ๊ฒƒ์„ ๊ฐˆ๊ธฐ์œ„ํ•œ ํž˜์„ ์ค„ ๊ฒƒ์ด๋ฉฐ ์—ฌ์ „ํžˆ ์ง€์—ญ ์‚ฌํšŒ ํ™œ๋™ (TBL, GvG, ๋˜์ „).

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24 Likes

I was reading somewhere else on the forum a suggestion of lowering the amount of kills to secure the loot but increasing the amount of items required for the item. This is obviously more labor intensive on the devโ€™s side of things (I would assume), but itโ€™s the best way to keep the system intact. Personally, I love the idea of the DPK system, but the amount of kills + respawn timers makes it ridiculously and frustratingly difficult, even by TOS standards.

If it canโ€™t be done, then I would support changing it to random chance because I would like to make a gladiator band sometime in 2017โ€ฆ

1 Like

The problem is this:
Say you are farming for an item that takes 600 DPK, and you spend 2 hours doing this. I then wander into your channel because I am just questing, and I just happen to kill the 600th monster. I will get the item (which is untradeable), while you just wasted 2 hours of work.

I canโ€™t find enjoyment in thatโ€ฆ for anyone involved.

And as for dev labor, IMC just said they hired more dev with the funding from Nexon, so if you want changes, this is the time to ask.

1 Like

This might sound completely insane but why not make DPK bound to a player?
Example: You yourself need 50 kills of that monster not a total amount of player on that channel and the DPK loot only drops for you. Also any mob will award you with that loot when you hit that special number.
Group kills would count towards it as well to encourage partying.

This would maybe encourage grinding for it with a group instead of despairing on people stealing it from you or having shitty RNG.

Oh and also: donโ€™t reset count when leaving map (or logging out as well)

2 Likes

Iโ€™m not sure if youโ€™re aware but there is already changes on ktest server regarding dpk, to my personal experience most of the drops worked in rng manner after. However I didnโ€™t try on items that had a high dpk count and Iโ€™m not sure if they are changed or not.

As far as Iโ€™m aware it has not been implemented on live servers for ktos, so my only guess they are still testing the system. Anyhow itโ€™s fair to assume dpk system is going to have changes in the future or even completely changed.

3 Likes

They do that to give you some hope, in the end they wonโ€™t do anything and you will have spent some more tpโ€™s in the meanwhile :wave:

I think that response was directed at meโ€ฆ

But I totally understand the problem. If I wasnโ€™t clear, the suggestion that was proposed was this:

Say to craft X item you need 30 of Y DPK dropped item. The DPK for Y item is 600. Well, change it so instead you need 200 of Y item, but the DPK for Y item is now 75. With lower DPK, it doesnโ€™t take as long to make progress on the item you are trying to craft, but takes about equally as long to get the full amount. This way someone canโ€™t jump in when you are close to the 600th kill and take it from youโ€ฆIf they did then you would just need to kill 75 more which is much less of a daunting task.

I like the idea of โ€œboundโ€ DPK too.

I recommend keeping a channel DPK in conjunction with RNG. In the unlikely case of an item not dropping this would ensure it would within a reasonable time frame. But this is one of the biggest issues that needs to be addressed, thankfully many of the newly added items, in particular gems, drop with RNG, that combined with whatโ€™s happening on KTEST are all signs of the system changing. This needs be addressed fast though.

9 Likes

Yeahโ€ฆ as long as they give fencers a practonium based rapier. Otherwise, letโ€™s all suffer together

Similar to what @Queue saysโ€ฆ

What we need is DPK + RNG.

RNG ensures people have a chance to get the items they want regardless of how other people are interacting with the monsters on the map.

And very importantly, DPK ensures an item โ€œwill dropโ€ after a certain amount of kills. For things that have like 10,000 DPK counts (translates into 0.01% drop rate), you may never get the item without the โ€œhelpโ€ of DPK.

2 Likes

Next step would be : "Sorry our devs donโ€™t understand korean or english. They speakโ€ฆ Uh they speak vietnamese, maybe chinese or maybe swedish.
Oh no, my bad, theyโ€™re deaf and blind. But keep going with the suggestions, we will soonโ„ข consider the idea that maybe we should think about trying to implement it. "


Topic related :

DPK mixed with % would be okay, but we need increased channels, both at the same time wonโ€™t work, we already struggle with what we have at the moment.

I do agree that the DPK system could be interesting with RNG, because sometimes itโ€™s just boring to farm after 5 days that 0.01% shield, so it would at least reward the effort.

It should simply be an individual DPK instead of channel DPK. I donโ€™t get their thoughts when they got this idea.

1 Like

Crafting 315 orange equips will be 2x longer if we dont have DPK in place. Right now, you only need to swell mobs when youre about to hit the DPK, with RNG youre required to swell every mobs thus prolonging of you killing the monsters, you also need to wait the CD. If you dont wanna swelll mobs you only get 1 drop.

You kill 5k mobs in rank 8 mobs with random drop and yet still hoping for it to drop, 2 days later with 20k still none. Because worst luck doesnt happen.

I prefer 2x drops with a risk of someone stealing them, rather than hoping 1 day will the loot ever drop.

Depends. For the RNG drops you get around 6 an hour solo, even more with a good party. For DPK you get 2 an hour. I prefer the RNG ones.

Also, when you swell mobs thereโ€™s no difference in killing, you either kill them with instantly with swell as thaum or donโ€™t double drops at all.

Well we dont have % of orange mats in random, so 6 per hour is kinda unbelievable.

We do.

Both % drops, both around 6+ per hour.

1 Like

What mats is that im unaware we have random drops in place.

https://tos.neet.tv/items/7125086

Kugheri Numani's Bell	ร— 44
Mouringaka Antenna		ร— 28

Oh, those mats are easy to get theyre random however theyre not the same as the main mats. The Antenna is DPK AFAIK, it doesnt have % value.

Swelling doubles the HP of mobs and damage. So it will take longer if you want to swell every mobs on random drops. Cool down is an issue too, meaning you have to wait the CD before we kill the mobs.

May i ask you something? I farmed Kugheri Lyoni Horn yesterday and got x4 horns in 2 hrs but today 3 hrs got only 1. My question is; Is it really DPK or RNG?.

AFAIK theyre DPK. im using this as reference from Soviet. https://forum.treeofsavior.com/uploads/default/original/3X/4/c/4c187ad8f5397e89e064ec32bf69eeb83a98bd76.jpg

I dont farm the crossbow, I farm kugheri decorations for emengard shield because it is the highest in price. But im sure every 315 orange have 1 random mat and a DPK one.

Rabbit probably thinking if we dont have DPK mats on 315 weapon, meaning convert it similar to RNG one you also need. The percentage will be the same. I think the % will be lowered because it is considered as main mat to compensate the effort you need to excel when it was DPK before.