Tree of Savior Forum

["Official" Player Feedback] Change DPK to RNG

1 random and a DPK. Wowwwww… good to know. Thank you so much

List of % drop materials:

  1. Orange Grummer Antenna (High M DEF + High M ATK)
  2. Kugheri Balzer’s Flower Basket (High M DEF + High M ATK + M DEF buff on Link)
  3. Mourningbird Undamaged Wings (Ranged M ATK)
  4. Kugheri Numani’s Bell (High MATK + Ranged mobs)
  5. Mouringaka Antenna (Ranged M ATK + M DEF buff on link)
  6. Green Charcoal Walker Horn (Easy to farm)
  7. Kugheri Zabbi’s Mask (High M DEF + High Ranged M ATK + M DEF buff on Link)
  8. Green Blindlem Teeth (Unsure / Easy to farm / No one wants)

As a Thaumaturge myself I kill monsters with Link+Magic Missile+Filler (if Resist!) either with 500k HP or with 1m HP with Vienazaris Mace (no transcendence).

Given that you have prepared yourself to farm swell body shouldn’t make it take longer to kill groups. I do agree that you need to wait cooldown but it have two overheat and 25s, it’s not too bad.

The real issue is how monsters keep resisting Swell Body so you end up needing 20-30 minutes (max) to farm the 200 remaining DPK on monsters simply due to needing to cast around 2-5 Swell Body on the same group. That’s one of the reasons I prefer % random drop than DPK.

Also, @jynxie08 Soviet’s guide doesn’t present accurate information for some materials nor the real DPK range.

  1. Some weapons require both DPK items, some requires only % items, some require both. There are no fixed patterns.
  2. Some materials are as hard as DPK materials to farm (as in, monster’s stats and skills), the only reason for some of % mats to be easier is because they are %. (Example: Think if Kugheri Zabbi’s Mask was DPK)

Source: I already farmed all Lv.315 materials at least once.

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Well, you can give here the screen shot of kill numbers and how many you have gotten. Antenna on crossbow as much as possible. Ill try to farm the antenna after i got home to confirm it myself.

Yes, I didn’t farm them all: bought 12 from a friend who farmed Mourningbird tails, got 1 from a guildie and 4 from another guildie who farmed them with a Cata for his SR but never got a Practonium, lol.

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it should be changed…cuz it doesnt really give equal opportunity to all the players…casual players could possibly not ever get an item they want because of this DPK system cuz they cant play for hours straight…you should get a chance for every kill and not for a certain amount of kill which experienced player and those with a lot of time playing taking advantage right now

Stop this dpk sh**, IMC, please. It could make sense in a very populated game, which Tree of Savior isn’t. Both you and your players know you have zero game design knowledge. Listen to us at least once.

huauhahuahuauhua, que isso chovem

fyi dpk benefits the person who farm it if there is no ppl other than you in that channel.

at least with dpk, you know you’re getting the item after a certain number of kills. RNG is just…well… have you tried farming for shaman cotton?

I killed 4k to get 8. That is RNG. You might get after 1 kill, but you might also get after thousands of kills without knowing when will it drop.

the only problem is the low spawn rate, either increase the spawn rate or decrease the dpk needed.

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No, it doesn’t. You can have your channel crashed and your dpk reseted, you can have your dpk stolen by scouters and their guild - it only matters the dpk number mob.

In RNG, you can kill X number of monsters and each one of them will give you a chance of drop - every kill is a valid effort. You aren’t obligated to kill a huge number of monsters blindly trying to reach a specific mob - specially 500k+ HP mobs. It forces you - and the people that you may bring in depending on the mob - to stay in the channel and the map and hope that no one will go there and nothing will happen with your channel.

Also, you can’t change channel either, which means if someone wants to disturb/annoy/slow your farming, you just have to deal with it.

Hampering the drop system is not making the game challenging. I’d prefer a better drop rate in a stronger, more intelligent monster rather than forcing the player to stay 1h, 2h in some boring, mindless killing.

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They already removed DPK in test server or at least considering to change DPK in the future. If they changed it into 100% random drops, ill stop farming rares anymore. I dont feel like wasting my time knowing the drop is not guaranteed. I said that base on my experience from other mmorpg’s i played. Random drop is horrible. Considering it is an end game weapon, what if IMC changed the mats into 0.01 drop instead? Some orange weapons are indeed easy to get because theyre random drops, like that of crossbow. However its not guaranteed it will be the same if they changed the DPK mats into random drops, it could be 0.01% or much worst. Basically you need to spend weeks of mindless killings to compliment the rarity of the items.

Its either reduced the DPK value or add random drop alongside of DPK. win-win for random drops people and DPK people.

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@clockwork95 you mean this? I’ll crosslink my suggestion here.

https://forum.treeofsavior.com/t/the-little-mafia-behing-farming-orange-weapons-mats/350008/14?source_topic_id=350076

Thanks to @Lionly for starting the feedback thread, DPK is something which needs to be changed.

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I’m not particularly concerned that IMC will address this issue (or any of the other main issues for that matter), the Talk Talk is more than enough evidence that they recognise all the problems and they’re working to correct them. What actually has me concerned is timeline and speed of implementation. TOS may become a god tier game, it certainly has the potential, but it might come too late. MMO is the genre of comebacks, but even they have their limit. I just hope IMC, especially now that they have the resources, implements these desperately needed changes quickly and begins a more transparent development process so we can at least see where the changes are in terms of implementation.

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I’m not saying RNG is the best system neither that it needs to be that low. My last paragraph stated that I prefer better drop rates but harder monsters. In the other topic someone suggested a mix between RNG and DPK, so you can both have guarantee and have your effort valuable.

It doesn’t need to be two extremes, but at least the end-game mobs it CAN’T be dpk. It’s turning into hell this dpk steal competition, it’s either trying 3 in the morning or not trying at all.

Grummer Antenna is % drop so is Morning Antenna.

Only the Mourning tail is dpk.

% drop is on a 0.01% drop and drops about 2-3 per hour. (not counting thau swell extra).

This is 0.01%

I farmed 58 grummer antenna through out 24 hours. on weekends

Where as Caro antenna is 500~650 DPK. and leafnut tail is 500-650 DPK.

Atm you need a oracle + chrono hit squad to farm with thau for fastest time on DPK drops , or it will take an hour > 2 hours just to farm a single dpk drop with the risk of getting sniped and shiet spawn rates + huge maps.

Anyway on new KTEST most DPK are changed to RNG drops at 0.01% or lesser they are testing any way. Give them time to implement a fair balance.

So every kill is a fair drop, imo most of us here prefer a mix.

I think it’s pretty much safe to say that all DPK materials are 425-675 DPK from my experience and others.

Example from my farming sheet for Yellow Leafnut:

(I took a lot of breaks and they’re included into the DPK time.)

Also a Kabbalist C2 might make you able to push Caro DPK quite better because the cloned mobs.

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Also remember red mobs spawn on DPK.

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So far yes about there.

normally is above 500 if it’s a fresh channel. The Max i had was 689 I asked around for most farmer they din’t hit pass 700

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thats the point most people failed to see. There’s some rares that is RNG 0.04-0.09% that is crazily hard. I killed 2k for 0.04 and 4k for 0.09.

Those are far worse than DPK, spend more hours on them without even know when they will drop.

RNG you will never know when that thing gonna drop. Probably 1, 10, 100 or even thousands and it still wont drop.

the only problem is the low spawn rates or reduced the DPK value.

I don’t think people failed to see that. In the same way you say “reduce DPK value” one can say “increase RNG rate”. Both are flaws from the two systems and usually people only look to RNG because it’s already known from other games. With a plausible RNG rate, it’s more possible to drop as near the end-game you are. But I like the idea of keeping both together.

In the kToS they’re testing something like increasing the drop rate as you keep battling monsters, something like an individual DPK that increase to the RNG. Let’s wait for their feedback.

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How about a blanket increase of spawn rate as well?