Tree of Savior Forum

The Final Truth About Doomposting And Steamcharts

Memes and shitposting. Teens love these.

Btw, just leaving this here:
TOS%20stats

And this is the number of team names with more than 25,000 AJ points:

Server May July Change
SA 179 236 31,8%
NA 138 106 -23,2%
EU 131 70 -46,6%
SEA 122 131 7,4%

The numbers are somewhat in agreement with those from Steam Charts:

Month Avg. Players Gain % Gain Peak Players
Last 30 Days 1,689.7 +30.1 +1.81% 2,560
July 2018 1,659.6 +164.8 +11.03% 2,560
June 2018 1,494.8 -164.1 -9.89% 2,547
May 2018 1,659.0 -30.8 -1.82% 2,666
April 2018 1,689.8 +328.7 +24.15% 2,441
March 2018 1,361.1 -134.7 -9.01% 2,332
February 2018 1,495.8 -365.5 -19.64% 2,378
January 2018 1,861.3 -224.5 -10.76% 2,834
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I think I only hit rank 110 on NA for last month. I feel so casual.

Wait, where does the 25k points measurement come from? Feels arbitrary.

Please, this game has clearly been dead since beta. Plenty of people have said so!

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@HueMeAllNightLong @Pokart
Why are you so insecure? If the game was doing fine you wouldn’t feel the need to make such dumb posts.
This isn’t helping at all.

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0d036e35eda1a070c20babb49cb2e411

It’s indeed arbitrary. I see AJ points as a measure of how much you played during that month. Showing the number of team names registered isn’t a very accurate depiction of the population, since you just need 1 point to be there. But how many points does an active player have? It’s also hard to say since bots accumulate lots of points too, so 25k points is a safer milestone for (very) active players counting.

I only posted pure numbers. Everyone’s free to make their conclusions. People say the population is steadly dropping, but the AJ and Steam Charts numbers aren’t showing that. If you look at the current context of the game, where IMC finally started banning gold sellers and bots (not a few per month, but a lot of them), you’d expect that the population would plummet, but it remained stable, probably because it was compensated by an influx of new and returning players.

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@Pokart I never expected the population to plummet, the bot problem was inflated beyond reason by doomposters. Game is still bleedy but stable at least.

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nice memes

/twentychars

Tibia will live forever, people. Like a zombie, I suppose… :thinking:

2000 players in 24 hours is really low. It is hard to say how many players play thru steam and how many from standalone client.

The best way to see if game is dying is simply to go into game, reach higher level, see how fast the market refresh there and how much time you need to wait to assemble party for dungeon or hunting.
And lets be honest, TOS is really bad in here (EU server). You need to wait often 30min for dungeons/party, where market refresh like each few days only.

Pulling out pictures off reddits or forums is pointless and have no argument behind it. In example , in warframe you have 90 000 players in 24 hours and market refresh each few minutes. Comparing to that TOS sems like super dead.

If they want to revive TOS and make it popular they need to get rid of outdated features like:

  • upgrading items by +1, +2 etc - its outdated, annoying gold sink, force you to grind and try your luck each time new updated comes - diablo like loot systems are much better (POE and even warframe use something like that now)
  • durability system - again, annoying gold sink
  • weight system - another annoying crap
  • token - this game force you to buy it in order to market well or use your stash
  • mana system - this is also outdated, should be IMO remove from each game. Annoying system, cooldowns alone should be enough to limit people from takin some actions.
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I disagree on both of these, they are not outdated and serve an important aspect of the game. Resource managment. Of course repairing armor is a slight annoyance in regards to a silver sink, but it’s still a resource you need to manage and is something you lose as punishment for dying.

Also lets not make yet another stat useless please.

The other points I can mostly agree with though.

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6aebaa3f68cdc20520753c09675064de

am amaze I hit 200+ xD

So whats the point of mana? Its just limitation system.

Its system copy-pasted by all games from paper systems like D&D, where it got right to be there since its mostly game of hard decision and limitations. Games like D&D also have cast limit per rest and stamina system with works like mana for warriors. Meaning everybody is handicaped in equal manner and it matter there alot.

In online gaming its nothing more than brainless copy-paste and annoyance. All you do in TOS is just buy mana potions and spam them, and you just loose silver, invetory weight and are forced to go to town time to time and ofcourse press button to use the potion. With that you have no limitation, price of potions is also low comparing to high-lvl income. Additionaly if the limitation of mana is to high, people start to disregrad weaker skills and only cast the most optimal ones - meaning they sometimes run around and prolong fights.

Some games like diablo or POE are already ramking them. Games like LOL already proved that characters without mana are more popular. There are few ways to fix it:

1)Remove the mana - though it create boring void

2)Introduce skils that generate and spend mana - similary to diablo skills, though it also make people cast only the optimal spells

3)IMO best system is to create for each tree (swordman/mage/archer/cleric) charge system - you can use charge to enchance next skill with some properties. This system can be enchanced further with each circle having some unique attribute to it. This will fill the void, will give you some decisions inside battle and when creating build. It could also open new ways for skills to interact with it.

Its funny i remember all the ppl here that were saying oh relevations online/Bless/LEgend of mu will be so much better then tos and all the â– â– â– â–  now they are dead too xD

But ppl overdo it with xx is dead ect its always the same.^^

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Okay I’ll bite, since you brought up Path of Exile, as someone who gets 36+/40 challenges most leagues, gets 95+ in Hardcore in every league I play while completing the Atlas, has supported the game since beta and is heavily into theorycrafting new builds with the path of building community.

Oh sweet sweet child, if only you knew what you were talking about. Mana in POE is one of the most important gameplay mechanics of the entire game, that is why high tier crafted Elreon rings are so valuable, so many uniques exist that lower costs, increase costs, are enhanced by how much you spend, how much max mana you have, Blood Magic which comes with a negative effect, Keystones like Mine over Matter and Divine Guidance exist, Auras take a % of your maximum mana, and so many builds revolve around solely mana. etc.

Mana is one of the most defining mechanics of the game I don’t even know why you bring it up as an example, it’s actually insane and shows that you probably don’t play the game, or are a noob (no offense).

Diablo on the other hand is quite different sure, but there’s a reason why that game was a failed product and didn’t live up to its name (sure it got slightly better with the expac) and is now why GGG is now the king of the genre, but that’s another discussion entirely.

And yet Dungeon and Dragons is still the most popular tabletop rpg for over 40 years, that says something.

You can do that, or you can manage your sp and use potions to increase your damage at the right time via chapparition cards while getting mana back, get spirit on gear without sacrificing your other important stats, pick classes that synergize together for affordable sp costs, Utilize other class effects like Squire Tent, Ein Sof, ect.

That’s exactly the point, a system you need to build and balance yourself around of. That’s half the fun with most these games where you can customize your character. Its also something that keeps you from spamming something that’s potentially too powerful like Resurrection in ffxiv.

That’s the thing about ToS, freedom of choice, and you take that away all you get is a game like Diablo 3 where you have near-infinite resources where you spam all your skills constantly, and pretty much only look for items with higher damage, which most people I know agree is quite boring. Maybe others feel different though.

As for League of Legends and what champion is more or less popular, I have no idea since I havent played that game in years, but I doubt it has little to do with mana, but maybe you are right, I can’t say. I know that mana plays a huge role in Dota, not only for skills but Heroes and items too, and it’s a system that works well there.

Biggest flop of all time for mmorpgs lol. Where did that 60 million dollars go towards.

Also ToS is certainly a niche game, even if all the problems it has/had were fixed before it launched it still wouldn’t be a very popular mmorpg, sure it’d have more people, but I don’t think it would have retained even a quarter of its first month player base.

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I am Closed Beta PoE player. Mana mechanics there in its original state have no value or even function.

Mana in itself is resource that allow you to cast skills - that is it MAIN function and prupose. Manashield systems, mana aura reservation systems and other examples that you gave from POE can be without any problem moved/supported by different mechanic than mana. This is because they are TOTALLY different mechanic than mana itself - only by chance they are linked to mana. So its pointless to give them as an example of defending mana system. I could create other “charge” system to support reservation costs of auras. Create totally different resource to support shields and so on. Mana is not something that is MUST for those systems to exist.

What you write is actualy proof of what I am saying. Since mana by itself is totally useless mechanic in POE (resource to cast spells). Developers were forced to create mechanics that used it in meaningfull way. Thats one way to do it and solve the problem - give it some real prupose.
Additionaly if you take original aspect of mana in POE, it doesnt exist, mana leech is totally removing mana functionality of making you think what to cast next. Also POE “casting” resource is actualy what makes POE aRPG but on the other hand limit build variety. Since you have only one resource (that is basicaly infinite without problem if build well) for all skills, you will build all chars around one attack skill. This shallow POE, though as aRPG game its acceptable.

Diablo on the other hand wanted us to build (on the beginning) around many attack with generators/spenders/cooldowns and it worked nicely. But after sometime they released many new legendaries that support only one skill - so again you spend all your “one resource” on just one skill to boost it to maximum.

In TOS its not hard to bypass the limit, if its like that, it isnt limit anymore but just annoyance.
I am not saying that there shouldnt be any limit. I am saying that either it have some meaning and logic or should be removed. Just like many swordman skills that support autoatttack only, because IMC wanted to make swordman autoattack class, yet they totally failed since skills outclass autoattack by a lot.

Thats why I would propose a charge system together with current cooldowns. Similary like souls for vaal skills in POE, you boost your current perfomance rather than limit it.

Additionaly I dont find restriction of using skills to 0 (since 0 mana = 0 skills castable) in game where you can only survive by using skills a very logical decision.

Considering the adventure journal includes every single bot and everyone that logs on and kills even one monster for 1 second to try the game and then potentially quit and not come back I don’t consider it a very good metric for judging how large the active playerbase is.
This however is pretty telling, considering most active players would of voted at the npc during the event for their free stuff.

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Actually it isnt, considering that many/most players have multiple accounts to benefit form event(s). Multiple accounts != many players.