Tree of Savior Forum

PLS Remove DPK...its hard to hell

Now that they know this i hope this change a lot, but my main concern its how they would change this with resources that have a HIGH DPK with HIGH HP monsters or low density of such monsters. they can change how DPK works but if they dont change either the needed mats for the item, the amount of monsters to kill to get such item, or even how quick monster can spawn (or add more of those monsters in the map) DPK will still be a trouble.

IMHO DPK should be removed entirely

That is the thing I am so confused about, they set the Limitations/conditions of the game but; Hypocritical about this is that, it feels like they didn’t know or they never tried this themselves. They either:

  1. Knew about it but didn’t know about the consequence/ difficulty.

2.Knew about it and did it Intentionally (but does not admit to it)
3. Did not know about it because it was done by developers and not IMC itself( In my guess)
4.Didn’t know about it because they never tested it.
5. They didn’t care and just aberrantly or arbitrarily pushed it/released the function (based off of how they think a game is suppose to function).

Pretty sure they don’t play their game, care, want or try to make something better. As long as people are playing and paying still then that’s all there is to it.

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They’re different.

If an item has a drop rate of 0.01% then that means even if that person next to you just got that item as a drop you have a chance on your next kill to get that item. But then there can be cases where you can kill a monster 1 million times and never get the item you want.

On the other hand, if an item has a DPK of 1000 and someon else is the lucky one striking the 1000th kill then you know that it’s guaranteed that you need to grind for another 1000 kills to have a chance to get that item. However, at least that way it’s guaranteed to drop eventually.

The best system would be RNG and DPK combined : Have items have a RNG droprate so every kill has a chance to drop that item, but if that item does not drop for X kills then DPK kicks in and drops it. If the item drops because of RNG or DPK then the DPK counter resets to 0 but still every kill can drop it again due to RNG.

2 Likes

That’s another great idea. Having an Item Set Chance drop rate combined with DPK.

Nice Solutions and yet, IMC will likely ignore us just as they have been doing so for a while now.

The one problem that we also encounter is the question can you farm? Knowing those Mons/mobs are high HP high def/mdef? Thats why RMT is truly hitching a hike if players feels dismay and they want less of an effort so RMT/bots really become more powerful in terms of selling due to the fact that this systems requires dpk. And also those who can farm hhave the advantage of seeking and killing mobs which certainly gives them the upperhand on mats and channels.

make mats sold in tp shop

problem solved.

huehuehue


pure rng and extreme high spawn rate is the only fun way to farm.

i didnt make lv330 just to run around finding mobs to kill every 15min.
i would have fun spamming my imba 199k dmg skill on high spawn mobs n pray for rng

char-bind-dpk is not the solution. it encourages afk-farm/bot.

only high spawn can save tos…

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Having high spawn rates would be great if certain higher levelled mobs aren’t such damage sponges - otherwise certain necro/wiz meta will certainly be the only viable builds for farming, and I like to farm with my Monk whenever I get the chance.

high spawn… it can be scatter all over map…

it doesnt have to be high density…

are u opposing high spawn?

lel

2 Likes

Well, the problem there is that TOS has no high spawnrate, most monsters take 30 secs~5 minutes to respawn, so if there is another party on the map interested in farming the same kind of mob as your party you’ll spend like 75% of your time waiting for respawns.

i dont know tos

but most p server game or anything, the monster quantity and frequency are just numbers in the coding…

of course there are limitation, like starcraft1 cant exceed 200units etc

increasing spawnrate is easier than overhaul the whole dropping system.
(pun intented… dropping, huehuehue)

2 Likes

I’m all for high spawn, but as I said before it’ll be better if higher levelled enemies doesn’t take 5 minutes to kill per mob.

thats another issue.

atleast u agree high spawn solve rank1 to rank7 problem, which is 70% if the game.

and if people can craft better equipment on rank7(due to high spawn), maybe, this will lessen rank8 content monster issue.

imc still fixing stat/equipment/class-skills/damage-mechanics…

tos probably be a totally new game when that changes come.

2 Likes

You know… high spawn gives afk necros tons of positions they can infest…

huehuehue

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doesnt matter, coz theres a limit to how much they can kill compared to whats left over for others to kill

if the current situation is 100mobs, and necro able to kill 80 out of 100
raising spawn to 300 dont make necro killing 240 suddenly.

but u still have 60mobs or more remain for others to hunt, regardless of that necro thingy.

huehuehue

2 Likes

But then the necros will realize that the map can support more necros, so they make more accounts to cover the new spawn amount.

hue

how many account can u play?

doesnt make sense if one make 10 different steam account just to afk-necro coz trading silver/material/belongings is lel in TOS

also, its not the spawn fault if necro can afk, its the class itself and imc set the rules afk-necro is legal.

thats a different issue, yes related, but as far as dpk and item drop is concerned, afk-necro is for another topic.

huehuehue

I sincerely againts removing DPK. Percentage drop is a lot more harder than DPK, at least for DPK, the item do drop after a certain amount of kill reached.
It’s either increasing the spawn rate or lower the DPK required as spawn rate is too low.

Percentage is hell lot harder.

There is some good discussion in this topic if you want to read through it:

Sspawn rates should (generally) be increased to accommodate some of the already low drop rates or at the very least increase the drop rates, though a combination of both would be preferable.

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