Tree of Savior Forum

[Suggestion] Stay Away from Linear Progress

I’m the one who made this thread but I’m not judging the game that hard. Give it a chance, that’s what Betas are for, gathering feedback and opinions and adjusting before launch.

I’m a very casual player, on a rock somewhere in the middle of the pacific, yet I’m in the top 500, so the lag and controls can’t be that horrible.

Give it a chance on launch. I have faith in IMC.

Can’t comment on RO since I didn’t play it for more than a week.

Yes, please! This is my biggest complaint with the game so far. In a game where class diversity is supposed to be one of its selling points, I am going to want to make a lot of characters instead of sticking to just one. Going through the exact same content over and over with each character is just boring.

It doesn’t have to be an issue for people who start in different areas and want to play together. Just make it possible to teleport between newbie areas easily. I’m not necessarily asking for different towns, just more diverse maps.

I agree with the sentiment that this isn’t RO and shouldn’t try to be RO, but it doesn’t have to be in order to have different maps to choose from.

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Saying ff 14 is popular because of its name is not even close to true. You must have forgotten its initial bomb of a release. People genuinely enjoy the game and some folks seem to think that a somewhat linear game is inherently bad across genres for some reason but it’s really not as long as the ride is fun.

I feel very relieved hearing this. This is perhaps my biggest concern for this game.

Lack of leveling option is a big problem. However, if that’s all you care to test in an MMO…

Take a deeper look and you’ll find a lot of game design that are well thought out. The game mechanics department, art and audio department definitely gets an A+ from me.

I understand your points. But even on a test run, you can see how the game is going to end. No staff even commented on any of the treads, they didn’t appear on the game. So its empty and and the future is doubtful.

Art is good, i agree with you. But somewhat colorless. Its not vivid, feels like its crying, cold, depressed.
If music loops is what you like, this is your game.
Mechanics totally “hold the button” and the it do for you.
I could just Kneel with my archer and just auto atk and grind for over an hour.

But yes, the game is in development, they might change, they might not, who knows ? The way its now, i wouldn’t recommend it to anyone. I have a party of friends, we play for over 10 years together. We play(no everyday of course but sometimes at week, sometimes at weekend) RO (until this day), Lineage for 2 years, wow (until this day), GW (since its launch). I’m not comparing, but the expectation on this one was so big, we hoped so much, to be just one more out of a bunch.
Have you visited mmohut.com ? There are so maaaaaaaany huge titles there, but they are all empty mmos. They are the same. All the same. If this game doesn’t change, it will have a friendly place there.

Whoa, way to get ahead of yourself. Relax, if you see a problem, make constructive feedback and improve the game.

When the game becomes successful in the future, you can proudly say - “I beta tested it, and helped make the game better”.

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I actually met GMs in the game o3o they were pretty nice people.

And I guess the character designs are different from what I’m used to but it’s still pretty nice in its own way. If you watch the animations of NPC and objects, you can actually appreciate the work they’ve done. From the grass swaying to the petals blowing in the wind… In the second town (or third? The one where there’s lots of pots), our guild leader, who has done pottery before, noticed how one of the sprite’s movements, even the hand gestures, are accurate to actual pot making. Who does that? IMC. Detail. And it’s those little things that I appreciate.

A lot of people have been commenting on how cool the music is, actually. I enjoyed it too, so it must be a matter of preference.

Regarding your archer, must be a class thing. I was a Wizard, Pyro, then Psychokino and all of them required a lot of moving and careful positioning (darn that Fireball).

So even if I opened this thread with suggestions to change some aspects of the game, I don’t think it’s a bad game. I’d love for people to try it and give it a chance. That’s why I made suggestions on how to improve REPLAYABILITY of the game, or, as you said, it will hold a place with the empty MMOs in mmohut.

Especially in a game like ToS where there are 80 classes, and a Banquet Hall option. It’s begging you to make alts. Imagine filling the Banquet Hall with characters and all those characters you have to do the same quests, go through the same maps, kill the same onions, pass through Crystal Mines over and over and over and over and over and over and over again. That’s what I opened this thread for. So that IMC could see it and readjust a bit.Not to tell people that the game is awful, because it’s not - I truly enjoyed it.

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While the tosbase’s world map is one of the latest info we have about leveling areas, I’m not sure how accurate it will be on foretelling the final version of the game. The devs did say they plan to provide at least 3 maps per level range. I really hope that’s the case. There should be more dungeons to play on like the mines, and they would work without too much change on the world map.

And if Klaipeda is locked as the only starting city that players must start from. IMC should consider branching the story and providing multiple endings to maximize replayability. Their current system that allows players to fight bosses separate from the real field is the key formula. It would mean characters with the same branch can party and fight through a certain story branch together. It’ll be diverging and more replayable.

I would imagine the current ending of ToS is that you get all the Goddesses to reappear. But consider if you could just return a set of them? or just one of them? These are just some possibilities I’m hoping IMC would consider. ^^

Or in the future, it looks as though the map can be expanded to incorporate new towns; there’s ocean on the southern and eastern edges of the map, please tell me there are things to explore across the seas xD. (or the mountains, whichever you prefer).

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Those grass swaying are only made out of image planes, lol. But overall I love the textures.

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You have to admit that it was a pretty well done trick though!! Took me a close look to notice it.

This is probably the least linear MMO I have ever played, I really don’t know what you are complaining about. The quests can help guide you in a general path, but most of the best grinding areas are completely out of the way. You have the option to grind in SO many areas that I find it almost too difficult to decide sometimes. I love it.

Even if u could do anything u want in RO, for example, everybody just sticked doing the most cost/efficient mobs and in the end everyone was stuck on the same map, i think TOS is considering it and just being objective on the way they want the game to flow.

Better than stay grinding forever on Hydras for a card, u can actually group up with plp of your level and do a party to level up in a spot pretty much everyone is gathered.

I don’t see a problem with it.

Maybe those who had better items and money had afford leveling in best exp areas… not everyone but there was still variety to grind in different places when u were much lower level…There was not one map line that u need follow constantly when u have progressed with your levels like Tos currenlty have…

Yes!!! So glad someone else noticed that there is no assigned town per chosen class. Even if we all begin in the same town, our class changes, attribute NPC’s and class specific merchants should be located in towns that have lore involving that specific class.

Speaking of class changes… I found that the so called class change quests were kind of, for lack of a better word, lame. No excitement involved. It just was go gather this, go to this place, and bam! Class change. It should be more dynamic and interesting. The class change should be part of a deeper story, not just “oh I am gonna be a pyromancer”. I didn’t feel like I earned any of my classes.

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That, too.
RO, heck, even Lineage II had class change quests designed in such a way that after completing them you felt awesome just because you managed to accomplish something. “Go and kill 3 ghosts in the house next door for no reason” or “Go to the mines and smack some random goblins” feels completely bland.

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You said it right. Maybe i’m being harsh because i’m really disappointed. But i haven’t deeply take my time to “appreciate” the environment . Thanks for the suggestion. But they have to feedback our feedback. I’m still feeling that we are unheard voices.

But man, i will give it another try. As i said before, this community is so cool, that it(you) made me think about how i think to think better about the game(does it even make any sense?!).

You don’t have those options like RO where you had Payon dungeon / Wolves / ant hell / numerous other viable low level maps / dungeons. The choices to grind here are mostly arbitrary, and along the same map progression. For example, Tenet Garden, Chapel B1, Chapel F1, are really considered on the same progression line and not truly “options” for places to grind, although all are viable for ~lvl 40 players.

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When I went to the Pyromancer lab to get the class, I was expecting to run a trial by fire. Maybe fire mobs in a fire dungeon, or do fire related things… Or maybe do something for the Goddess Gabija! Spread some fiery love from Her around town… Light some hearths or do flame magic to help people or something.

It was disappointing, to say the least =_=

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That’s interesting to know that they hid most of the quests here. I think Main quest line is pretty ok, concise and progress you from area to area. Nothing too special.

The problem I have is that the side quests implemented do not expand on the background of the main background setting.

RO had no main storyline, how ever they had numerous quests (essentially all side quests) that told a myriad of stories from friendship, love, to backstabbing hate, and everything in between. I think we could use more focus on these kind of story telling / side quests.

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