Tree of Savior Forum

Suggestions and Feedback after playing iCBT1

Dear IMCGames and the whole TOS Team,
first of all I want to thank you for choosing me as a beta tester for this game, I really appreciate it. :slight_smile: It is a really great game and it was fun to test it, even though I had to get used to the play style of such a game again. Nowadays there are only fast paced and casual player games on the market.
I had to get used to all the grinding again as other games overwhelm the player with exp, but after the second day i figured out how to gain exp via party grinding.
In this thread I want to name some suggestions and things that need to be changed in my opinion.

I feel like I have to add this: l played till LVL 80 Rank 4

GENERAL:

The red text that appeared as a info or hint for quests disappeared way too fast

Although english is not my native language I think I am capable of reading english texts fast but I feel those texts didn’t want to be read fully ):

Add info of monster type, race, armor and element when targeting it or in the adventure journal

It does appear in the adventure journal but I don’t understand the symbols as a beginner, so please tell me what the symbols say when I go with the mouse over it. Also make the element and armor table available ingame. (I didn’t find it if it is already available)

Add big expansions to the storage

My storage was almost full with mats after just playing for a week.

Add an account storage so my characters can share storage space

People can say now ‘but it is possible to trade with a friend and then trade the item back to the other character’ but why? An account storage just makes things easier. Not using it doesn’t stop us from sharing items on the same account, as you can see. I also don’t see why you shouldn’t be able to share items with your other characters afterall we are allowed to create up to 5 in the first barrack so there will be twinks, and some will exist just for crafting, so…

BTW I love that you added the user fees for the storage it helps fight against ingame inflation!

Add explanation or more distinct names for loot and exp share

I didn’t always understand the difference between those options you could choose in the party menu.

Different amounts of damage when using crossbows and bows?

I thought crossbows and bows both have a stab attack, so there shouldn’t be a difference between them, should there? When I attacked a monster with the bow I dealt 500 crit damage and with the crossbow 800 crit damage. When I attacked another monster the bow dealt around 300 damage and the crossbow 200 damage.
Is this intended and how does it work?

PARTY:

Party members look like NPCs on the map

Please change that via using another colour or another symbol for party members.

Make party member via party member menu (not F6 but their icons) targetable

so I can right click on their party member icon to view the char and trade with them this way too**

Add text of location and channel of party members when they are on another map

and I mouse over their party member icon in the party member menu**
This is just a nice to have to be honest, as we can see their location via F6 already.

Party member appear greyed out although standing right next to me

This is probably just a bug.

Party members can’t collect items dropped for party

All party members should be able to collect all items dropped for the party especially if “In Order” item distribution option is chosen, and then split it evenly over the whole map or atleast a larger radius. It’s unfair for those members who mob or kill monster out of the radius of the other players to not get the dropped items. Right now some people don’t pick their items up because they don’t see it or don’t move so those items will not be shared with the party.

QUEST:

Add quest symbols on map again in a bright colour

Or make it a function that you can turn on/off so hardcore grinder will never see a sidequest icon.

Show “greyed out” quests symbols for quests I can’t take yet as I don’t reach the Lv. requirement and please show the required level

I completed around 200 quests and I had to go back to maps I went to before to check if the NPCs now had quests for me as they didn’t have them a few Lvs before. I want to be able to see if I found all quests on a map.
This does not include those quests that are triggered when I interact with the surrounding! These quests should stay hidden and reward the observing player! :slight_smile:

Open the map and show quest location if clicked on quest

Do this especially when the quest is on another map or when the map is still “black” and undiscovered.

EXPERIENCE: MOST IMPORTANT POINT

Please make the exp receiving range greater or map wide

As I see it, this game will include a lot of grinding, so it is only fair that every party member gets exp, even if he doesn’t appear on other party member’s screens anymore. Some grinding spots don’t have a great respawn time for a full party, so people want to spread a little to get more monsters. Why should I not get the exp when a party member kills a monster just because he killed it a few meters too far away from me?
Here a scenario: One party consisting of a wizard, a tank and an archer want to grind together. The tank pulls the monsters, the wizard kills them and the archer is a little further away as he wants to kill those monsters that the tank didn’t pull. Isn’t it unfair that the archer may not always get the full exp just because he is a little further away from the party? Just imaging how sad it is if the party kills a blue mob but someone doesn’t get the exp for it? ): Or I was away from the grinding spot for repairing, come back and don’t get any exp while I am walking to our party.

Exp counter doesn’t capture exp that is received slightly off-screen

When exp was acquired slightly off-screen the exp counter didn’t detect it although my exp bar got it.

Exp per hour and Damage calculator

It would be nice to have those things and I don’t want to use a third party program in the future.

COMPANION / PET:

Add a "companion control"

It should contain options like “attack the same target as me”, “don’t attack”, “attack whatever is in my range”. If you want to add the last option you could add an “character response” function, so if the player didn’t do anything in the last 10 seconds the companion will stop attacking too. So the companion will not turn into your legal killing bot.

Make “feed”, “ride” etc hotkeys which can be put into the hotkey bar

Most of the time I played with the controller and the function “feed” almost never worked for me, so I had to do that via the keyboard. Also when many monsters were neaby it was hard for me to target my companion to feed it. So making hotkeys for companion skills would help here, too.

Pet consumes food but doesn’t regenerate pet stamina

When I didn’t wait the whole “Feed” animation and canceled it i.e. by walking my pet would consume the food, but his stamina didn’t refill. What a glutton xD

Pet is confused that monster dies

My pet always attacks my first target, however after this monster dies he sometimes stays still and doesn’t attack anything for a few seconds.

CHAT:

Add chat tabs that are customizable

I want to be able to customize a chat tab so I can decide what kind of chats appear in this chat tab.

Add function that chat tabs can be opened as seperate window

This function is very important for group and yell chats as I want to have a window for every chat tab I need.

Add seperate whisper windows, if not possible add notification for whisper chat

It would be nice If someone whispers that a window opens or atleast to get a notification icon. It should be possible to turn the automatically open window whisper chat option on/off in the settings. If you want to do it with the notification icon, it should open a chat window which can be minimized again to the notification icon.

Add button next to chat for changing chats

I want to be able to change chats via clicking a button and not only via /y or /p etc.

Only the all chat worked in beta, other chats didn’t show anything

Changed to another chat, changed map, back to normal chat

Whenever I changed a map while I chosed to write for example in the party chat with /p it changed back to the normal chat /s, so I posted in the normal instead of the party chat. I want to stay in chat I’ve chosen even if I change the map.

NAME:

Character and lodge name

Right now the character name is… pretty useless? It doesn’t matter what character I log in with, if I chat my lodge name is displayed. I can’t understand why this is done on an international server. If it stays like this many people will continue to use the same character name as their lodge name for their main character as they did in the iCBT. I think it would be better if my Character name (with or without the Lodge name) appears in chats and is mainly used. The Lodge name helps other players to identify a player, i.e. if a player has three characters I still know who her or she is. But I think the players want their character names to be displayed.
I understand that the lodge name helps when a player joins one guild and stays in it no matter what character he or she uses as the lodge name is connected to this specific guild and party.

Add a “chat stop” so it is possible to read older chat posts

Whenever I wanted to read something that was posted a few seconds ago and I scrolled up and someone posted something new the chat scrolled back down so I was unable to read the older post unless the all chat managed to stay quiet for a few seconds… (megaphones should be way more expensive)

Thank you

Overall I want to say that I loved to play the Tree of Savior ICBT and to be able to give you some feedback that might help you to improve the game.

There are some things and functions I really like, i.e. attributes system, skill system, storages fees, lovely designed maps, cute headgears (maybe it’s possible to customize the clothes in the future), enhancement fees (are high but necessary for the economy). I think it is a little harsh that the gem loses levels after extracting it from a weapon, instead it should cost money to upgrade gems but stays the same level after extracting.
The party events were also really nice and it was fun to get headgears. (About boss monsters: Maybe they should be tougher when fighting with more than one person).

That’s all for now thanks for reading. I better stop now or this will never come to an end xD

3 Likes

I really want to see my party members not being afk while sharing my xp. Also intuitively, why would you learn anything from someone half a map away. You can’t even see him.

This is ToS not Matlab

This is nothing about being afk. It’s natrual for such games, that the exp share range isn’t concepted for staying together. For example the old Ragnarok Online, Diabolo, Sacred and many other games where you spread over the whole map to get the most exp/hour out of it. We aren’t playing a full 3d game like WoW or maybe FInal Fantasy where most of the exp are gained out of quests.
If your party members are afk, you just got into a bad party or you should just kick them out of it.
I dont really get what you want to learn from them while grinding but if so I just would stay near them, but if I haven’t?

I can’t tell you how many times my party members just sat down to rest, and then went afk. The only reason I knew they were afk was because they were in my sight for a long time.

In iCBT parties were very loose things, it’s almost randoms unless you had a fixed group.

Because EXP range was shared map wide in RO1, leeching became the primary way to level up. I don’t think ToS wants that.

ToS also implemented a very generous party sharing rate. So there is little reason to spread across the map to get the best xp/hr. The spawn rate is also pretty fast that you don’t have to travel very far (except with Chapel B1).

Sure, sometimes there was a problem with some people being afk, but after a few minutes I just kicked them out of party if they did not tell me that they have to get something to dring or else.

Sorry but such random experience of parties in iCBT aren’t necessary for the real game at all, because when it’s offical released you will be able to play with friends or people you like, they don’t sit anywhere afk while grinding.

There is no way to leech any character. The exp a char gets per monster is determined by the level of this character. So if you take a lvl 10 char to a lvl 70 spot and the high one starts killing monster he’ll maybe get something about 20-30 exp per kill.

And yes you are right, you don’t have to travel really far, but it’s still too far, because you don’t even get the exp when your party members are just out of your screen, so while you pick up some items or you maybe write a text in party chat or you maybe search for new party members, all the time you do this while the others are killing mobs you won’t get a single exp… and that’s not the right thing to do.

I love these contradictory statements.

They won’t do that. Otherwise the Appraiser class loses it’s worth. It shows you the stats of the monsters from what I understood.

There is nothing contradictory about it. If you dont know what’s the difference between i have to walk and i don’t have to walk is, it’s not my fault at all and please don’t quote just a part of my sentence without quoting the rest, this way it is out of context. Thank you.

Ok that’s good know. Thank you.

Re-read it:

I read it as:
You don’t have to travel really far [to get the mobs], but it’s [the distance to the mobs] is still too far,

You meant:
You don’t have to travel really far [to get the mobs], but it’s [the exp share range] is still too far, (but where is the logical consistency is this…)


That aside, I see the point in having the exp range increased a bit. I also see the intuitive reason why the exp share range is so short (if you don’t see it, you don’t learn it). I can live with it either way.

Also I think blue mob exp is shared party wide (not sure, but they seemed shared to my party mates).


I think leech was the wrong word to use here. I meant safe spot leveling.


Overall I think increasing the share range a bit is ok, but map wide exp sharing I will not agree with.

agreed.

I don’t know why they show the lodge name in chat. If my name is Alice White I will hope others call me Alice not White. That’s strange.

Agreed with the chat stop function. I can never read old chats.

The idea is that your Barrack’s name is your account name, so you’d be addressed by your account name through chat. The problem with that line of thinking is now you need to decide if your barracks name is Lastname-like or how you want to be identified. I ended up choosing the second option for the iCBT, but I didn’t like making that trade off.

I think the other reason for this choice is for you to have one overall identity over all your characters. The downside to that is that sometimes you want to be incognito logged in.

right. the problem of the naming system is it displays as a First Name Last Name convention.
If I want others call me Alice, then I will to make a char called Alice Alice?? That’s super stupid and now there’s no point to make the char name. Cuz no one can know what your char name is unless they turn on show all char names.

The naming suggestion makes a lot of sense. I would like to see this changed in the next CBT.

I always had a gut feeling something wasn’t perfect with the naming system. Nice catch and good suggestion. :thumbsup:

Thank you all for your feedback.

I’ve got something to add. It’s just cosmetic but it would be nice if we would get the same icons for the stats as they were before.

Here what it looked like:

http://wiki.tosbase.com/images/b/bf/Stats01.jpg

I like this list mostly quality of life changes to add some Polish to the game. Only thing I disagree with are the exp and damage calculators games still in beta let’s not push min maxing to hard.

Thank you for your feedback. :smile: