Tree of Savior Forum

Playing with friends: Hard to do

I’m really sad it’s so cumbersome to play with a friend in Tree of Savior. Seems like you can only really play together and level efficiently, when you either go into a Dungeon (which we lack, since you cannot go to a dungeon to grind with level 70 for example) or you are at about the same level and have similar quests.

More dungeons for different levels or adjustable dungeons would be good to have. So when I enter Tenet Dungeon with Lv70 and a Lv65 friend, the mobs are somewhat between 65 and 70.

Other than that, but probably hard to do is a system that some MMOs offer where you can get “on another player’s level”, by having your stats adjusted to their level. So for example when I am Lv300 and want to play with a Lv150, my stats are halfed. However I get same EXP as my friend killing Lv150 mobs. (ofc this needs to apply on damage from skills etc. as well)

Also the quest-based restrictions for map availability makes playing together hard. So I cannot go in Crystal Mines with a friend unless he has finished the quest for example.

Imo there needs to be a lot of work done to support casual friends play together without having them freeze their characters and wait for each other.

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I think you mean side quests yes? Because i totally a at how the main quests are level restricted, and it make sense to be linear or whats the point in being a quest that explain part of the lore of the game?

And yes, Side quests have to be locked by level range, i mean, you can actually do a level 90+ main/side quest at level 80, it still pretty lax imo.

And you (the higher level) can still help your friend do the quests (except for advancement) even boss fights, so i think its a plus, i helped a friend level from 1-68 on my Sadhu 83 then she helped me level my Linker from 37-78, all doing the quests main/side, now i’m at her level and from there we will just keep going.[quote=“hi_im_alex, post:1, topic:113366”]
More dungeons for different levels or adjustable dungeons would be good to have. So when I enter Tenet Dungeon with Lv70 and a Lv65 friend, the mobs are somewhat between 65 and 70.
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I think a system where your level get to the range of a dungeon is a nice idea, but many will ask for some kind of reward for doing so, and its there that the problem is, some want gear, others want cosmetics, its something for debate.[quote=“hi_im_alex, post:1, topic:113366”]
Imo there needs to be a lot of work done to support casual friends play together without having them freeze their characters and wait for each other.
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The game is in CBT right now, so you wont see those things so soon, the priority now is to fix bugs and crashes.

I very much agree with your post. At the moment I have several friends playing ToS, but I can never really “play” with them in the sense that we’re trying to achieve the same goals or objectives due to level differences. The only way I can play with my low level friends (and still have the game be enjoyable) is by creating a 2nd character that keeps pace with them.

You mean the master-apprentice system? Well I think its a good idea, much better if there was maybe an achievement or a free hat.

I agree dungeons should have difficulties so they’re always worth doing as long as you meet the requirements. Maybe even dungeons locked by how many classes circles you have so it’s easier to adjust.

Also dungeons seem very static and they should try to have some procedural dungeon crawler like elements to them.

Sure you can help low-levels out, but it stops your progress and makes you go through a story, you’ve experienced yourself a few hours/days/weeks ago. Which you already suffer from when leveling alts, so it’s kind of unsatisfaction to me.

The reward for facing higher level mobs in a dungeon will be EXP (and probably money) of course. If I would still get EXP from Tenet Dungeon, I would definitely go there with my Lv70 Linker, just because it’s much more fun to bring my links to a 5man party than autoattacking stuff my own.

I know there are much more important stuff. But imo the “play-together” feature is really bad designed atm and can damage the population by a lot, since grinding is much less fun doing alone, and less fun doing it with randoms than with friends.

Yea me too already feel bore on doing quest and grinding alone in the game… The game itself have nothing much to do instead the old quests and grinding…
I don’t think the game can interest more players if they try out the 1st few times…
I hope that they can implement more party base dungeon so that all 4 classes can performance their roles in the future…
As I have already half donzen of friends already withdrawn from the game as they mostly mention there is not much of excitement playing as it’s too genetic with tons of bugs here and there…

I do agree with what you are saying in part, i mean, like i said before, you won’t see this implemented until the end stages of CBT (not this one i think) or maybe not even at OBT, i don’t know IMC schedule or workflow table, well no one of us know, except by the fact that right now the bugs are a much greater threat to the game success than the “add-on” that can be added later on and with a much stable game play since it will be less buggy.

Yea that why I mention those things can be done in future but you must know the mmo industry work in few basic to success as in population and game - Play and IMC is still new with one game with them to manage while I don’t wish a good game going in downhill just like this…
For example look at how aeriagame handle their games, they can easily shutdown a game and next moment few games came up again…
Recent a new product dragomon hunter make its way into the market and you see how fast they can launch from CBT, stress test and OBT in short period of time…

I think you are confusing Developer (IMC) with Publisher (Aeria), anyway, the game need lots of fixes like i said the main ones right now are the bugs, this is the reason this is a CBT not OBT, they let lots of people play this time for stress test the server, so the nasty bugs would pop out under this stress like we are seeing since the start.

So, as a non-Beta player who has not watched a lot of in-game play besides pvp fights and some class skills, I would imagine that two players would need to definitely start out either at the same level or wait until the other person catches up…That’s pretty standard in most games that I’ve played. Are there ways to level by just grinding the field together? Wouldn’t that suffice?

The problem with just grinding together is that exp falls off significantly as your level gets higher than the field monster’s. At +10 levels over the monster, you basically get 0%. To begin with, the main source of exp is in doing quests and getting xp cards; meaning that you’d really have to synchronize your playtime or else you run the risk of people falling behind and leveling areas getting disjointed.

Also remember, the expected cap for this game is 600 or higher. Good luck trying to stay within 10 levels of someone that doesn’t share your schedule for all 600 levels.

I imagine that at higher levels there will be some different scaling than the first 200. I’d think that it would be very hard to keep people close enough like you said at levels that high but I think that it would make sense to have dungeons or areas where you can still group up within about 50-100 levels of each other.

With that being said, I think level 600 is a bit of overkill. Unless they plan on making this game last a really…really…really long time! As a FFXIV player, we stayed at like 50 and then just had “item levels” so you’d never get over 50 but your gear would make you more powerful and increase your level.

The RO leveling was the most memorable that I can think of. All my friends I met at either Payon Caves (low level), walking around outside Prontera Field and Morroc Field killing condors and drops, Louyang Field fighting those mud dudes at all levels (never forget training them around with a Fireblend on my Merchant with 9001 Mantis mobbing behind me), and Orc Dungeon where everyone was friends because ZOMBIES!!

I can’t imagine not having that kind of open world choice. That’s what made RO and other Korean games so much better than the usual NA or JP MMO with their linear progression. I’m sad the market just won’t listen to the thousands of people saying this…