Tree of Savior Forum

Polishing the game (my feedback)

Another (annoying) feedback thread. Yay!

- Experience: Pretty regular, I would say. Some are complaining about the tedious grinding, and well, grinding is supposed to be monotone, which does not actually mean it has to be that way, right ? Right. Actually, it can be improved significantly. How? Here, let me share something I read today (pretty cool, by the way): http://www.squidi.net/three/entry.php?id=129

TL;DR - Well, basically, your experience is multiplied by a modifier (starting at 1.0x, your normal experience, of course) and the multiplier will increase as you grind, meaning you will earn more experience.

Also, it is capped. When? I do not know. Maybe 2.0x? Or maybe 3.0x? Or even less. Anyway, for how long it is supposed to be active? I do not know. Maybe 30min after reaching the cap and then it will reset, meaning you have to grind again in order to achieve the full bonus again. And it is pretty easy to balance.

- Exploration: The Adventure Journal is great! But I do not feel motivated enough to complete it. Maybe we should wait and see what we will be able to buy with iCoin? Anyway, it is not motivating enough.

I think it would be nice to earn a rare and useful recipe after completing a level on the Adventure Journal (not random, of course, and maybe based on your class). It would be enough to make, at least me, visit another map and drop the necessary stuff to craft that item, which is a much better, interesting and envolving way to level up your Adventure Journal because you actually feel rewarded for doing so.

And regarding the exploration, it is quite hard to find a reason to explore another map as I can simply ignore everything else while doing the main quest line. Look, it would be so much better to have no restriction when exploring (like the map where you have to burn your way through). Also, why not sending the player to another map at the same level recommendation for a quest? And what if I choose to grind instead of questing, why should I quest anyway in onder to keep exploring the next map (I am speaking of the forest/jungle/whatever)? Sorry, but it is bad. How to solve it? Well… I do not know. Maybe prompting the player when reaching a level higher than the necessary for the key quest, asking if you want to skip it or not and jump right to the main quest available for their level.

This, by the way, would allow the implemetation of at least another map at the same level recommendation, then there would be one for questing and another one for grinding. And remember I said “at least”. Why not a third one with a secondary quest line, starting and ending there? For the sake of exploration! Yay!

Remember: In a world that I am free, no one can tell me where I should go. I simply go.

- Dungeons: I like it, but it is dull. It is map filled with buffed creatures and a boss hitting you like a truck. And why do we have a restriction?

Listen, a boss should drop a recipe, and not the complete item (Yeah, I love crafting in this game). Also, if it is blue or purple does not matter. Anyway it would be enough to keep the player exploring the game and grinding in a very healthy way.

Also, no restriction, please. Stop telling me what to do, because my mother does that 24/7 and I do not like it. What if I am a casual player, and at the end of the day, tired of questing and grinding, I just want to farm a dungeon for that rare recipe or have fun doing something different and challenging? Just let me do it, please. After 5 times, just apply some penalty for the drop rate removing it completely as at least the XP and Silver I would like to have. It is a good way to reunite your friends when you are too far behind/ahead of them and do not have to play too much - I am speaking for every casual player out there. Also, more Dungeons, please.

And make them more interactive and strategic. Right now it is just about killing everything, reaching the Boss, killing the Boss, and The End. Why not a dungeon where the group must be split in order to activate something at two different places almost at the same time, while also facing the bosses protecting it? Put an interval of 5s (after the first device or whatever being active) for the second device to be activated and… Well, that is a pretty simple and simply example, but I think many will get the idea.

Corsair is able to open a chest, right? Why not let a Corsair open doors too, and by opening doors in a Dungeon, a completely new way to finish it is revealed, or maybe a subquest inside the Dungeon.
(And speaking of the Corsair, why not GvG on a ship? That would be epic. A ship for each guild, fighting to conquer a territory with a Dungeon full of spoils).

Even puzzles in onder to advance in a dungeon are valid. I remember, while playing Tibia, a NPC that asked for a rat tail (not the haircut), and there was not such item in the game. But in a book, somewhere else, you would find that a Rope (a pretty common item there) could be made of rat tails :slight_smile:

- Bosses: I enjoy killing them, but they are dull. A ton of HP and Damage does not make them harder and challenging, but annoying instead. Wanna know a good boss? The Barbarian Master. Jesus… He was such a pain in the a** for me. The Bosses are slow, very slow. I can just run around waiting for my cooldown, then hit them with everything I have, and start running around again. If I ever get hit, I use a potion and just keep running. That is all.

Make them faster, just like the Barbarian Master. Also, do you know when they go pewpewpew? Why do they have to stop walking or taking any actions??? They just stop, doing low damage, asking to die. Keep them pewpewpewing and doing what they would normally do. Also, some Bosses just love rolling around. But why do they roll only once? Why not twice or even three times in a row with very little delay between each roll? I mean, why make one action and 10s later another one? Why not 1~3 (random) actions and then 5s delay? You know, reducing the delay and adding a bit of RNG would make everything so much better.

Actually, It would be like Megaman. Everyone knew the pattern of the boss they were facing, but it was challenging anyway. It was fast, fluid, and sometimes unpredictable.

Also, more traps would be good. 4 is not that much, and they are too close to each other. It is just too easy to avoid it.

- Background: Why everyone and everything seems to be so happy? Jesus, their world is about to collapse. You want to know what was sad? Morroc after being destroyed. To be honest, I just cannot feel the background. Why are the Bosses there? Why there is a panda in the desert? I am not asking for a reason for everything in the game to exist, but sometimes a little bit of lore would make a great difference.

- Classes: I love the system. Enough said, but it would be nice to have more details in your costume when choosing the same class again.

- Status: Should have more influence. More strategic decision here would be great, because right now I can just dump everything in STR or DEX and be great anyway.

- Equipment: It is fine, but upgrading is quite expensive and could be better. I think there should be, somehow, another attribute telling you how easy it is to upgrade your equipment, and how much you would gain for doing so. Here is an example: Let’s say at level 15 you can choose between a Potentia and Temsus Flamberge.

Also, consider that Potentia is the worst, and Temsus Flamberge the best.

Somehow, the new attribute would let you upgrade your Potentia for a small fee, without much risk, but the bonus attack will not be that high.

Now you have the Temsus Flamberge. It is a beast for any lvl 15 Highlander. It would cost much more to upgrade, at a greater risk, and a better bonus attack. See? It is not tied do the item level/star(s) anymore and now you have a more strategic choice for your equipment and more space, variety and necessity for “low quality” equipment, because right now you can just save your money and buy the best equipment available for your level, without even considering the rest.

- In General: I love the game and at the same time I worry about it too, because this game is full of potential asking to be explored and yet I see no clue of this potential being explored somehow. Also, I know there is a lot of content on the way, like more Dungeons, Raids, GvG, etc… Anyway, great job, and again: I love Tree of Savior, and that is why I care about it.

1 Like

I dont think getting more exp is the problem, but the fact that is boring to run 2-3 minutes to kill 1-2 monsters. Also, that we have 1 map to farm and a dungeon at best. High level monsters dont give rewarding enough exp and lower have exp penalty. Also, since you Need a certain level to use gear or to continue the questline to access the quests (10 levels and also monster take reduce damage if you are too low level) it feels like a Task, you are Forced to do it to progess, and that just kills the motivation.

1 Like