Tree of Savior Forum

Please DO NOT give us the new Leticia's cube!

That was a good meme.

With easy orange recipes coming, there’s no reason to farm the current materials or other weapons. The game’s biggest high level activity and economic engine has just been removed. If all the rewards come from the shop, there’s no reason to do anything in game.

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I’m okay with this if they announce rank 9 next week, cause the gear will be largely irrelevant.

Not exactly holding my breath for that outcome though.

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The drop rate of the recipes from the Leticia cubes is like, really bad. I mean, really really REALLY bad. To the point where if there’s somehow enough people buying these cubes that they actually impact the economy or reason to farm materials or whatever else in the game, that point will have far surpassed IMC’s MERRY CHRISTMAS TO ME I’M @#$(*@&#ING RICH YEEEEEEHAW WE ARE IN THE MONEY point that IMC would be stupid NOT to implement it. …especially with R9 right around the corner bringing everything back to Square 1 anyways (or at least, Square 1 and a half)

You guys said the same thing about diamond anvils and a week later there were loads of them being sold and people running around with +25 weapons.

This is exactly why the whole online gaming industry is such a mess these days. The short term profits are tempting and in the long term they can just make a new game. If Nexon is your biggest investor and you’re running a business, there’s a lot of pressure.

“You guys said the same thing about diamond anvils and a week later there were loads of them being sold and people running around with +25 weapons.”

That doesn’t change the fact that the drop rate of those was bad enough that if anyone was crazy enough to buy it, then IMC would be crazy NOT to release it.

IMC likely made more money from those diamond anvils in the span of one week than they did in the entire life of this game. Therefore, at that point, there’s no point in arguing with IMC about balance because IMC as a business would be incredibly stupid NOT to go through with it when THAT much spending by the whales is involved.

The same applies to the new Leticia cubes. If the drop rate’s so bad that IMC wins if people actually DO buy that many cubes, then IMC would be foolish to not implement it. ESPECIALLY since they KNOW they’re going to be obsoleting it all with R9 anyways so they don’t even have to worry about it “killing” the game because it WON’T kill the game once R9 comes out and makes it all obsolete.

TL;DR: It’s a win win case for IMC to release these cubes. Either not enough people buy them that it doesn’t impact the economy so IMC just makes a small profit, or enough people buy them that it DOES impact the economy but IMC makes so much friggin’ money from that and then the economy basically resets with R9 and increased level cap anyways.

Have you really not seen all the people rolling goddess’ blessed cubes when they release new costumes? You have no idea how much money they’ve made over the life of the game.

You’re in for a surprise if you think rank 9 is going to make the pay2win go away instead of advancing it further when your own logic suggests using it as a chance to sell the new items for cash. Have watching your friends quit if you think these cubes are such a harmless win/win proposition.

I never said the pay to win is going to go away when R9 comes out. Just that these cubes in particular are going to be obsolete when R9 comes out.

And even if we don’t have enough numbers, it’s clearly making them more than enough money considering that they decided to implement it in the first place after seeing the results from kTOS. That’s what matters to their decision making process.

Also, I said “Win-win” for them, not for the game. There’s a difference. For a business, the first priority is money, not the game. If the game lasts forever but doesn’t make enough money, it’s a failure from a business perspective.

Most people aren’t going to quit from this anyways. I’ve seen quite a few F2P developers state that when they implemented P2W mechanics, tons of people complained but their player base numbers didn’t change much at all because of it. Tree of Savior was not P2W for forever and its population was plummetting, showing that, if anything’s going to kill the game, P2W is probably not it. The fact that the game was doing terribly despite not being P2W sent a clear message to the developers that it has bigger fish to worry about than whether or not it’s P2W.

While P2W starts to hurt the playerbase of the game significantly when the developers go full-monty on it in a forced competitive environment (which encourages people to get into money fights with each other) as shown by this business represention from a company that made millions each month from its F2P P2W games (http://www.gdcvault.com/play/1016417/-100-000-Whales-An), but even if Tree of Savior some day does the first part (going full-monty. Contrary to popular belief, it’s yet to do that compared to what R2Games does), it’ll probably never do the latter part (forced competitive environment).

Protip almost every free2play game is pay2win, some you see it early, some you see it late. The problem is people that will spend the monsy for it. I mean who cares if someone has better gear than you in a pve mmorpg? Does them having better gear hurt you in anyway? Nope. Pvp is garbage in ToS anyway as is any pvp where the winner of a fight is determined who hits first since they both 1 shot each other. Assuming actual pvp is like duels, which I don’t see why they would use a seperate system for duels. But I agree, something like these cubes shouldn’t exist, you may think “Oh its only 3% to get the top prizes” but alot of people forget there are mentally retarded players who would spend thousands to get those top prices. This is exactly what they are hoping for. You see the best microtransactions are the ones in games where the player is happy to spend the money, and they want to give them their money. The reason most players don’t is alot of these games have insane prices on items, i’m sorry but,20 dollars for a costume is a little insane, if it was 5 dollars I’d be buying a ton of em.

I rarely spend money in f2p games because most of the stuff I feel is just to expensive. The problem is most f2p titles refuse to offer a decent purchaise for 5-10 dollars instead depending on purchaises of like 50 or 100 to get anything worthwhile. This alone makes people less likely to spend.

This is a older video but I feel its pretty true. https://www.youtube.com/watch?v=Mhz9OXy86a0

alright lemme sum this up for y’all

if they release this cube, more people will be hitting the top equipment right?

what does that mean?

more people begging for new content?!?!

???

PROFIT?!?!?!?

There’s a decent chance IMC is releasing these cubes right now specifically because they know new content is coming anyways. R9 has been in development for a while now and it really is just about due, judging by the amount of time it took R8 to take.

If you know similar cubes will be out with rank 9, then rank 9 is irrelevant.

Taking the pay2win route and screwing the rest of the audience to focus on whales is a win/lose tradeoff, not a free lunch. Many business spend fortunes on PR and audience building. The typical pay2win model leads to, in the words of your video link’s powerpoint slide, “POOR RETENTION Game lifespans short.”

If IMC wanted to sell more TP in the past, they could’ve, for example, had a cash shop working when they did the free to play release instead of leaving players unable to spend during peak hype. They could’ve not given away such huge amounts of it through a GBL system that never even had properly functioning rankings. They could’ve had more server capacity in place to handle that free to play release so the new player’s day 1 experience wouldn’t be unplayable lag. They could’ve added all the unused hats to the TP shop (I still haven’t heard of any way to get the hat I wore in beta). They could’ve had cute pets like the battlebird ready for the initial release and added a wider variety of them over time. They could offer microtransactions instead of just bulk purchases. The only time I can think of when IMC really did monetization well was when they redesigned the founder’s packs, and that took them two tries. There’s a lot of room for improvement without changing their strategy to pay2win.

PVE includes competitive aspects. For example, world bosses give loot based on damage rankings. Although they’ve fallen by the wayside lately, IMC said they plan to make world bosses important again, and they were a big deal when the game was new.

Sadly this is true.

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