Tree of Savior Forum

[Suggestion] Please make silver account-bound, not character-bound

Topic name says it all.
If you want to restrict RMT it’s fine and all, but since the game is approaching Diablo 3 in terms of loot restriction (BTW, diablo model of stuff being tradable in a group for a limited is good, but that is another topic) it would be a really, REALLY nice touch to make silver account-wide. It would be of great help when leveling alts and generally much more convenient than the current workaround involving asking friends to buy low-level loot for large sums of silver.

So far I don’t see any downsides to it.
Thoughts?

4 Likes

I also think that way before on CBT2.

But somehow I feel that it would return an error if you are currently playing while you have squire or alchemist shop open and for instance you bought something on the market at the same exact second a customer avail a repair on you squire.

so rather making it all as team savings and not charcater savings it might be better to just at least add feature on premium users to be able to put silver on team storage.

OMG, that is actually a good, non-rage suggestion! Congrats dude, have not tought of this.

I agree, the way D3 makes the money shared trough the account is way better on the model ToS is currently following (with the team name thing and all). It would even solve the problem with the money-making classes that was stated on other posts.

Could you elaborate? How is that a problem?
Granted, I haven’t played Squire, but unless I misread something, you have to buy repair kits in advance and people using you Squire shop cannot make you spend money above what you already paid for kits.

And updating silver gains from shop could always be done upon logging in to that character.

no 1:1 trade unless we pay and even then we cant trade silver either amongst ourselves or with other players. Limiting the market and also giving Squire and any other “Shop” class a 50% Tax (yes you read that right) on any sale they do (Squires repair kits cost 80 a piece and you need around 8 of them to repair a weapon which means you pay 640 as a squire to repair something but to break even, you have to at least charge your customers 160s for each repair kit because 50% of your “sales” just vanish in thin air.)

There is a limit on how much you can terrorize the community with your ineffective methods against RMT. This fight against the gold sellers is fought on the backs of your customers and that is never an acceptable solution to anything. Mark my words, as soon as april 28th hits this game will have less than 40% rating on steam (and we all know what that means)

But its not all bad, dont get me wrong, im having a blast with this game and i really fear for its future.

P.S.: 1 slot for Team storage, you cant store silver and 200k for 1 extra slot and deducting 1 trade from your measly 30 trades for every single item you store is outright ludicrous.

you can set up a repair shop while you log in using your other character to play normal. which means every time a customer avail repair on your shop it will add up to your savings while playing your other character (if indeed it will be one saving for all character) which make somehow “might” encounter an error if there is 2 transaction happen at the same exact time.

the usual error most of the time will be one of the transaction will go off but it won’t add to your savings. you see even in bank they don’t do transaction at the same moment it always one at a time per account.

If that were to be the case, game would be crashing left and right, since you can time a lot of coin pickups from different sources to happen at the same time. And even if the code is that bad, you can always queue shop earnings to be cashed in not real time, but at some interval.

the picking of silver on ground after killing mobs is not being pick all at once… they are pick one a time too. if you look at the silver on your lower right it didn’t just adds everything in one go it keeps adding up until it ends.

it has nothing to do with coding it has something to do with limitation of current technology. you can watch https://www.youtube.com/watch?v=JhHMJCUmq28&feature=youtu.be&t=291

yup you nailed it. but that will add stress to the server. that is why it is much practical for them to just add a feature where we can just put silver on team storage.

Dude this really is a non-issue. What’s your coding exprerience so far? Do you know how a database works?

  1. Just because you can see the silver “count up” in the client doesn’t mean every single coin gets added on the server in a separate operation.

  2. I bet the SQL servers that the game is running do not have multiple writing instances, so… there is only serial and no parallel input to the $teamsilver variable. And that’s it.

  3. Also, WTF?? What has that Quantum Computer Hardware to do with the ToS Server Software? This is just… wrong

So you’re bringing quantum computing as an argument to say a shared silver stash is no good? sigh

Quantum computing has nothing to do with how coin pickups work in games. If you tried to sound smart you just failed pretty badly.

There’s always some code or another to sort and queue the incoming/outgoing values. Always. Otherwise no game ever could deal with multiple damage/healing sources.

And according to you, World of Warcraft servers are running on quantum supercomputers since 2004, because there were boss fights with 40 people nuking the same target, oftentimes with dozens of damage over time effects and another dozens of healing over time effects going on at the same time. Must be magic.

TL;DR: Chill. There are more workarounds to this than you can imagine. It’s just up to IMC to allow this or not.