Tree of Savior Forum

Some criticism: too linear, weird xp scaling

Hey,

I got into the 2nd beta some days ago and I’m not that deep into the game but I played some days.
I want to mention some things which bothers me. First I have to say that I looked so much forward to this game and have played for years WoW, Ragnarok and other MMOs…

  1. the game seems way too linear!
    Well as I heard from ToS I thought it will be a game which makes the things in another way - not just like Questing around in certain areas, like all other mmorpgs do it. But it’s the old story… You are Level X and you have to go into this or that area with monsters with that Level… Why you don’t give more possibilities? Why don’t make Maps with high and low mobs, or very super strong bosses on low level maps therewith you have something too fear! That was a thing which Ragnarok Online made very very good: they had tons of maps with strong AND weak monsters on one map. Well I know that it makes the game harder but it will also be less linear. It’s not needed to do this everywhere but give more maps for low level players AND high level players together…

  2. weird xp scaling
    I tried with a level 30 character to kill some level 40+ mobs. It worked but it wasn’t that easy but it was a lil challenge.
    The but thing was, that it wasn’t rewarding. The mobs didn’t gave much more experience than the low 30 mobs I killed before. In this way you could give some more possibilities for leveling spots - reward tough players and groups which are brave.

  3. make things more mysterious
    You have done a nice step into the right direction. It’s good not to see every quests and so on. But the Quests mostly dont seem hard to figure out. Why don’t try some real riddles - with unknown locations to go, unknown items to bring and so on. Of course with some reward! We aren’t dumb fools who want to get told everything. Mysterious things and theorycrafting keeps a game alive independant from the main story and grinding line.

Some of the points which I don’t like of the game. I tell this because the most games seem dead - with low populated areas and rushing to endgame content. Don’t crush the solid base you have with the game mechanics through such boringness!

Best regards,
Lunloley~

PS: Sorry for the several mistakes. English isn’t my native language! :slight_smile:

6 Likes

I agree. I would add we need more variety of monsters, in terms of weakness and strenghts, to empower classes. Monster that when mobbed are deadly, to empower archers who are more 1v1, and monster with insane damage reduction (more than 50%±) so that barbarians don’t go facerolling mobs. Also take the “level” from monsters and maps. It takes from the mystery.

1 Like

Agree with all points. Specially the exp rates…
Me and my friends back in Ragnarok were mad pros at it, playing it since we were little kids, now we are all ending college/working/getting married xD, and we used to go to zones with a level way above ours and pwn every single thing, and the reward was such an insane gratification that no other game offered.

Please update all skill damage formulas to scale better with our gear/stats, make the damage/defense formula of mobs percentual instead of linear, or just do both, u know, like RO :smiley: .

Apply these and i guarantee you will have twice the success with the game.

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I honestly wish this game were more like Wakfu in some aspects.
It looks fantastic, and the isometric view was already reminiscent of the game.

But you’re literally just slogging through the path they’ve provided with no real breaks in-between.
It gets pretty boring fast.

But play with friends!

Considering how this is a closed beta, I can’t exactly do that. Not to mention that if I wanted to play a game with friends, ToS wouldn’t be the first game my mind jumped to (after playing the beta).
It’s too linear, the grind is made exponentially worse due to the crowded maps, and the progression feels unsatisfying.

I hope they tweak the EXP tables and include more maps, because otherwise it may become a game that’s glanced over.

2 Likes

It’s definitely too linear right now. The problem is that quest exp cards are too good, and grinding isn’t very comparable. So the absolute best way to lvl quickly is to do all the quests possible, in a certain order. This hurts replayability, and makes it difficult to play with friends ( they need to be at the right point in your questline to party ). I think exp cards should be worth less, and mobs exp worth more to compensate. Then you could just choose what maps to lvl on, and not worry about doing every quest in every area.

There are hidden quest / events / riddles, that are a bit tough to figure out ( no NPC is telling you what to do ). The rewards are -very- nice, too. Search around!

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Also, if one of your friends logged for 30 minutes to play alone before the others showed up, you wouldn’t be able to play together anyways because of desynched quests.

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1.) I agree with that. I use to avoid the Baphomet in whatever forest that was in RO. It’s not only in RO but this is also evident in some MMORPG. Also, make the bosses stronger or challenging since they feel so weak.
2.) Yeah this one is definitely weird. Higher level monsters should give more ExP than low level or same level monsters. It’s just strange how it isn’t like that.

3.) Not just mysterious but add something that you don’t regularly find in MMOs. Don’t just make us collect this, kill that. Make us go here and grab this or something that doesn’t revolve around killing a monster.

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there are “mysterious” quests, there are a ton of hidden quests you can do which can yield to a better character, e.g a hidden quest that gives you a potion for a permanent +1 dex stat.

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Ahh okay! That’s good to know! :smile:
I agree with you ~

I really don’t like the linearity either, especially since this is a game people will want to have several different characters in, and going through the same routes, errand quests and maps in the same exact order several times is extremely tedious.

4 Likes