Tree of Savior Forum

[Suggestion] Stay Away from Linear Progress

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”.

1 Like

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.

9 Likes

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).

3 Likes

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

1 Like

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.

2 Likes

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.

5 Likes

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.

1 Like

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 =_=

4 Likes

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.

4 Likes

I do agree that class change definitely need more depth in the story telling. It’s very underwhelming right now. Give very little “AWWW YISSSSS” kinda excitement.

Reminds me of my job changes.

Cleric>Krivis is… go to the mining town and save a couple of NPC priests holed up in a building so you can recover a holy artifact.

Archer>Quarrel Shooter is… go to the crystal mines and recover this crystal lens. For unexplained shady reasons. In said process of going to hunt for the crystal lens a hellspawn demon with flaming eyes comes and claws his way up out of the earth intent on eating you. Oh and… he also has the very item you are looking for.

I think a lot of people had their expectations meter set too high. I’ve had to deal with some really linear games before and this game is so far not quite as linear as they are. I can understand the early portion of the story being linear but my general expectation would be that after completing the crystal mines and helping the paladins out that would be the point one would expect it to branch out and we can go various routes.

I mean, its not like the goddess requires the slates to be recovered in a very particular order in order for her form to be restored right?

I have only completed the crystal mines thus far, but the level of my expectations were pleasantly met thus far.

Though they were low to begin with after having been burned many times by other games.

Very well said, changing a class should be something that gives a player the feel of achievement. Having specific “trials” for every class change also gives more replay value later on when you decide to create a new character.

2 Likes

More areas to grind at for each set of levels would surely be nice, no doubt about that, but we are already talking about a ton of areas being developed just for level 1-600 progression. There will probably be patches and expansions that will add on to the game later on, but I’m perfectly satisfied with the sheer scale of the game as is. I would rather not wait an additional year for the game to come out, just so leveling is slightly less linear.

But there are like 80 classes…It would take so much time to fill every job quest with a story + quest… So I understand why they went in that direction…Maybe they can update those in future…

The class NPC was scattered over the world in CBT2 but Korean testers complained that it was too hard to find them… So they moved all of them in one towns…