Tree of Savior Forum

[Suggestion] Stay Away from Linear Progress

That’s what this thread is for. To inform them that we need better replayability in future updates.

And about the scattered Class Masters. Wrong move, in my opinion, to place them all in one place. Speaking as an Asian gamer living all of my life in the eastern Asian region, I have to say that Koreans, Chinese, and other gamers around these parts play differently than international gamers. They are a lot more hardcore and are focused on efficiency rather than immersion.

Hard to find Class Masters would actually add a ton of replayability, and now that you’ve informed me that this was the case before Koreans tested it, I would like to urge IMC to please…

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Different initial towns depending on the class is a bad idea, even more when someone calls his friends to play together, would force the players who were supposed to play together, to do the quest line alone until they reach a level where they cross path.

That is one of the things I disliked on Eden Eternal.

This is exactly my sentiment as well that class masters should be scattered and placed in theme appropriate locations (like Mage master in a Mage tower).

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That’s easily solved by the other suggestions in this thread.

  • Make it possible to teleport between all the class towns anytime you
    want.
  • Multiple leveling fields so you can level together if that is
    what you choose to do
  • Bringing them along to your quest line and them bringing you to theirs adds longevity and replayability.
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Similar to your post, take a look!

I think the story can change dependig of your chosen , not by your class/ race . There must be exist others path to leveling up , quest, grind … and DUNGEON . But the game is only in the begning

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More and more people are realizing that giving players options will give the game replayability and diversity.

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On Atlantica Online, the player used to be able to pick which town he would start at.
Maybe something like this for the different towns?

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Yeah, this game should make you feel part of the game story not a reader and forced to follow the history.

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They really need to add multiple map for lvling,

first : So that people will have the choice to go else where if they don’t like the map;
second : they will have others quest to do if they fall behind the lvl curve (instead of stupid bash for hours) before goind to the higher lvl area

the early area (maybe the later too) are SOOOO straightforward take quest, move 10m on the road quest, 10m etc … open are would be far more interesting than just following the road.

go back and play RO1 lel have fun

i agree, linear progression isnt much fun.

Thumbs up for this ideia. I’ve just hit lvl 60 and the map is always full. Everyone doing the exactly same thing.

It’s a pity for a game with such a wonderful class system that you need to go the same leveling path every single time you roll a new character.

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I see a lot of junctions in maps that are not used. I think imc is focusing on getting the main line completed before adding side areas.

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I do wish they give us other areas to level up like how RO was. They had multiple cities with multiple leveling areas, although the monsters in those different cities were almost the same at least you get other places to grind on and a change of scene is always better sometimes.

I also think that multiple starting points wouldn’t really be a bad thing, again just like how RO did it. A very linear path + grinding is never good. Would be better to see people in different maps. Not just 1 map filled with people of the same levels.

I remember, back when I still played RO, I have the choice to pretty much level up at different places. Since they had different maps filled with a specific level bracket that I can grind on.

If they pretty much change this issue, this game has a long way to go.

This is almost a themepark vs sandbox type or argument. Tbh I feel that it is generally alright. There is a little difference that comes in if you pick a different class, but that is about it. While a little more difference would be nice to make replaying (new chars) more enjoyable, I feel like the game is generally fine.

I will definitely agree that more grindspot options would be awesome though, specifically if they are tailored to favor certain classes, e.g. Mausoleum highly favors classes like Krivis and Pyro who can spawn camp the mobs, but there is no love at that level bracket for classes like Hoplite, Cryo, or Archer.

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I think like you… but for do something like this, ToS will need some large maps, and a better distribution of respaws and I hate see monster doing respaw in my screen.
Field bosses too, some peoples just camping in some areas to kill the same boss field a lot of times…

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it is a very nice idea - but I also think this is too late -*-.

As far as the map progress … there only 1 route to follow.

This is something that must be done. You have to give the players more freedom to move here and there (being here and there different zones they can choose to level up the way they want). If it stays this way, people will ge bored in a month.

I don’t like to compare anything in this game to RO, but this is one of the most important things that RO offers the players. Although it has no complicated system of paths by classes and such, it gives you total freedom and so much to choose in terms of where to go that new players get overwhelmed.
Now, this can be a little too much, but you should aim to something more like that.