Tree of Savior Forum

Quick Question Guys

O_o you said that you want to end conversation, is it not?

i said as soon as possible, and if that means right after i wrote that then i wouldn’t answer your previous question which i did, that means i want to end it as soon as we are done discussing about the DPK and probability system.

I find scenario when personal DPK is shared with party pretty ok. This way ā€œslowā€ classes in party can reach their assured drop fast too. That’s another + to form party - faster reach limit for everyone. But personal DPK still doesn’t work that way - kill 1000 mobs = 5 cubes. Someone will get cube after killing 1 mob, someone after 900, someone after exactly 1000. There is a probability inside of personal DPK. Beauty of personal DPK that you are guaranteed to get rare item after reaching some limit (1000 mobs) instead of farming 20000 mobs and still no drop in case with pure probability. It make sense to me.

"furthermore what if the drop is randomized and 1 person got all the cubes?"
That’s why devs should prevent this. Some games have separate loot table for each person who damages/kills same mob. So there is no killsteal, everyone gets their own loot. Everyone gets their own kill count.

All this is useless speculation and I don’t see any point in this. Once again I repeat, I’m interested in ā€œDoes anyone understands and can explain to stupid me what are those ā€œfundamental issuesā€ of personal DPK?ā€ about which devs are talking about and which are related to some server locations.

if that is all you are interested in then there is no point in me answering anything you said and have you keep repeating that it is the only thing that you are interested in. i’m not the dev i can’t possibly know their reason, and if their reason is the only thing you want to hear then i see no point in continuing the conversation.

Personal dpk would be super boring, everyone get what they want without risk. Anyway you can say whatever you want and the rng system will hit us sooner or later

I am aware of this. I got curious and interested from the start only about ā€œā€œfundamental issuesā€ of personal DPKā€, which dev talk about, but don’t explain in details and which are related in some way to servers’ location and thus asked for some clarification if someone was able to understand it.

I’m still interested, never have read about such problems before.

quick question guys

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Wasn’t it? my quick question was answered very fast, the rest is just a discussion about something else.

I agree with personal top-down or dpk or whatever it is, because it promotes guarantee drop without being SHARED with someone else. But IMC already put the probability system in ktos so we cant have the personal dpk. So, enjoy the random % drop chance in the next patch.

P.S.
If you are hardcore 315 mats farmer you should farm like you mean it right now, because, who knows, those mats might be at 0,1% drop chance later. xDDD

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i find 0.1% drop chance much easier to get than DPK in most cases.

DPK system makes slow killing classes Ineffective. With probability system every class have pretty much equal chance to get stuff. Ofcourse fast killing classes got their own benefit on it but then again classes like oracle will be useful again with jackpot changes or kabba cloning and corsair works wonders too.
Doppels DPE and thaumas swell becomes even more useful.
ie. might be useful to get DPE15.

Also this promotes partying a bit and guild involvement / playing with friends. For example if you are farming for some mats. Its better to get party = Every player in party got % to get the drop. 5 player party = 5x faster to get drops. If you compare it to lets say ragnarok. Worked there too and in quite many other games too with % system. Parties enable farming mats etc more effectively. making teamplay more useful. Not just party of 5 DPS. Edit: Problem in iTos might be that people dont want to share drops and give em to one person (unless theyre your friends or guild and helps you get xx gear)

Meta farming squad might have corsair3 and maybe oracle for random jackpots. thaumas? who know. Some support and then couple dps.

Another scenario. Lets say HG cubes… those things are 10k dpk… now… you farm them in party for that 9999kills and random dude comes and kills one mob = gets cube. Therefore hours of ur teams farming is wasted.
Same happens with almost all orange mats and so on.

With % system you might get multiple items in hour even if there is 100 players in same map. With dpk system you wouldnt most likely get even one in that situation in whole day.

About fundamental issues… Its related to diffirent regions. You know umm… Asians actually play a lot more in parties and there is more teamplay etc. A lot more grinders and so on… While lazy Americans and europeans like to solo stuff and blablabla…

Playstyle is so diffirent on dif. regions so tbh % system fits it ToS best.

Personal DPK would break the game. People would play only couple classes. Mainly SR3 because its so effective. If you look up videos you can see that SR3 can kill thousands of mobs in same time as many other classes (even other dps) kill hundreds.

This would break game. Lets take that SR3 as example. You kill 10k mobs in 1hour and item is 500dpk… naicu. you got 20 mats. While other slower movement speed / dps class killed 1k mobs = 2items. Breaks the game eh?

With % system even if you kill those 10k mobs you might get couple mats while supports might get same mats in 5 kills (esp oracle with jackpots) or some other dps gets em in 1k kills = System is more fair Or then 5 player squad farms em and gets same amount of mats from 500-5000 mobs. You get the point. % system is fair for everyone. Not just for hardcore grinders. Makes game more casual. You dont have to grind same mob for 2hours to reach that DPK and possibly fail since someone can steal it. Also you dont have to stay on to get that DPK count… % system makes it more casual. You can just go x spot. grind for 15min and go away. You might get drop or then not. Ur not forced to farm there till the DPK count.

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