Tree of Savior Forum

The perfect tree of savior for everyone!

Implying enough players queue at any point to make that possible, we can barely get 1 match at a time on Fedimian

Dat prediction

At the very least horizontal progression is in the works with tos 2. So that’s 1 thing off the list.

there actually is a offical TOS youtube channel but maybe you didn’t look for it

this TOS 2 may not work at all… personally no veteran player like me want to play new Tos again after spending so much time in old TOS .

So all the hard work to get OP gear is wasted to this new equalization system… new player will always rant about how unfair to them against well geared player. Just play more longer to get all those gears and then join TBL again and see the difference… obviously if new player with average 5k defence will lost to 20k defence no matter how skilled this new player is…

This suggesstion is not TOS anymore … maybe another game genre i think.

Potential system much better than your suggestion getting failed and weapon break after pass safety enhance level make it so punishing… Seem like RO enhancement system to me.

7 -10 suggestions: Strongly agreed no doubt about it.

11- same with other suggestion

That is the purpose of this thread

A new base class?
Imc i beg you please give me a “thief” type base class.
I really enjoyed the game but i always had the feeling that a thief/assassin/ or real rogue class is missing in the game.
So please let it be thief.

Hey, I hope you get to read this. I have a suggestion regarding the sale of cosmetics. I’ll list a few ideas and reasons why you should do at the very least some changes and why it would benefit essentially players enjoyment of the game and their general happiness and also your company sales too of course!

Note! This suggestion is only referring to Goddess Blessed Cubes and the items listed in Rank A

First of all it’s absolutely amazing that we get so many great cosmetics presented to us in Goddess Blessed Cubes. However there is a huge flaw in the sale design that doesn’t really do justice for the work put into these items in the first place. Simply put there is too many items with a low probability to obtain which is why too many of them remain inaccessible for the majority of customers. While it’s totally fine to have rare gacha items, it doesn’t do service to provide a large variety of items to a playerbase that is barely able to obtain them.

So basically all my suggestions will be adaptions of the current system with minimal changes to make the items more accessible, not free or cheaper necessarily but readily available for those who wish to have more cosmetic items. One thing worth to mention is that while certainly a lot of players do buy these cubes I’d argue that it’s centered among the same people instead of larger variety of buyers. I believe raising possibilities to obtain cosmetics will increase the amount of players choosing to support the game with purchases but also not reducing the amount of money used to obtain these rare items as some would still remain rare and wanted.

This should increase your sales and also benefit all players who wish to use cosmetic items. So I hope you at least think about the suggestions provided and while it’s completely understandable you wouldn’t choose any specifically to be implemented. They could at least be used as a direction to provide a better service to us players that better suits your company goals.


Suggestion #1: More items in exchange shop.

So as I said, too many items currently are released at the same time for players to be able to reasonably obtain the item they want from the cubes. As a current example there is 27 different items in rank A. While you most likely have some differing chances for each item making some of them more rare I’d say all of the items are too rare to be able to obtain the item you want without luck and heavy spending.

So I’d suggest that one way to ease this issue is simply add more of these items to the exchange shop. Currently only costumes get added there. Especially items like weapon costumes which were highly requested by players and there’s usually a larger variety of them would definitely be a great addition to the exchange shop.

Why provide more items in the exchange shop? First of all I’d assume exchange shops ideal to be a fool proof way to get something for the money you spent so it eases the dissatisfaction of not being lucky enough to obtain what you wanted. The current concept worked well when GBC’s released mainly costumes as the rare items. Now there’s a larger variety of items so the exchange shop should be able to provide some of them if not all. I’d argue some other items like books, wings and other accessories could be added as well so the variety of cosmetic would truly be shown in the game but at the same time it’s totally fine to leave some of the items as rare cube only items. I believe a balance of rarity for only a couple items per GBC release is ideal.

This is a simple suggestion that would work fairly well. Drawbacks of this is that players would have to wait longer to be able to access said items by this way. To remedy that using other provided suggestions alongside of this would work well. This suggestion by itself is enough to help with the situation however. Having a reason like being able to certainly obtain wanted items from the exchange shop later on would definitely raise my personal motivation to buy GBC’s and I’d assume many others as well.

Suggestion #2: More selection boxes.

This suggestion is a bit smaller. The basic idea is to put a large majority of items in one box, which you would receive from GBC instead of the individual item. Using the current GBC as an example I’d suggest putting all weapons and all costumes in their own boxes. I would leave as individual rare items the witch hats and effects while boxing the rest of the accessories in a third separate box. So there would be 3 boxes and 4 individual items in rank A. You would not be able to choose which box you get but what is inside of it instead. This would provide a much higher chance of obtaining the items you would prefer but also still requiring luck and investment to obtain everything.

For this idea it would be absolutely necessary to provide the buyer with the option to choose which items they want from inside the box. If not the change is unnecessary and unhelpful. This change would go well with suggestion #1 but works well alone.

Suggestion #3: Current model from kToS.

This image perfectly explains this suggestion. Simply put dropping many of the items provided to lower rank of GBC to make them appear way more often is a simple way to make many of these more accessible while keeping some rare. It’s a fairly easy to option for you to implement as well as you’re already using it elsewhere.

Suggestion #4: Separate RNG boxes.

This is a model sometimes practiced in kToS as well and very common MMO model as well. Simply put sell some of the items in separate rng boxes that only contain the specific item group like weapons or costumes. Or perhaps rank A entirely? But with a clearly higher price point than GBC.
This option is good as it provides immediate and certain value for each purchase that GBC can’t provide.

Suggestion #5: Direct sales and other options.

Last suggestion is focused on direct sales and some other options that I’ less prefer but could be considered. Direct sales is something that a lot of players have wanted and demanded for since the dawn of GBC. It simply would satisfy many players and open an even larger customer base. Of course not all items should be sold directly but many could. It’s something definitely worth to consider but I understand if it’s something you’re not willing to do. In a way suggestion #1 is a semi-direct way of obtaining wanted items but some players refuse to support gacha concepts at all so it would not reach them ever.

What other options? I guess the last option I’ll suggest is more foolproof methods when buying certain number of cubes. One is kToS model of selling some items directly with a pack of GBC’s. (Like costume and 10+1 GBC’s for around 300TP.) Others could be giving certain items for reaching some cube counts like in some past events but with lower requirement so more people benefit. Lastly I’ll suggest exchange roulette in which you would exchange an X number of items/medals acquired for a random rank A item guaranteed. The price of this could be fairly large.


Summary examples and rarity guideline suggestion:

Note! Using as example the current GBC edition.

Suggestion #1: During the next release of GBC (or the one after) release in exchange shop all the current costumes, weapon skins, wolf mask, black cat ears and balloons. Effect and witch hat could be kept as the rare GBC only items. (I’m not against adding them as well if that’s not a problem.)

Suggestion #2: GBC Rank A items list: Halloween costume selection box (Spider web costume selection box, Black cat costume selection box, White wolf costume selection box), Halloween weapon skin selection box (All 12 weapons provided, some could be left out as individual rare weapons if that is wanted but majority should be in the box.), Halloween accessory box (3 balloons, wolf mask, black cat ears), Violet Ribbon Witch Hat, Red Ribbon Witch Hat, Spooky Jack-O-Lantern, Creepy Ghost party (and one or 2 individual weapon skins.)

Suggestion #3: Refer to the picture above.

Suggestion #4: Halloween costume box 250tp: Contains one random costume of the 6 available. Halloween weapon skin box 200tp: Contains one of the 12 available weapon skins.
Prices are just suggestions to show the ideal, there could be more boxes of other items provided too or the rest could be left in GBC. The boxes could contain different rarities for different items but doesnt have lower rank items like head accessories inside.

Suggestion #5: Only presenting exchange roulette: Use 300medals/10 items from GBC for a random item from the current GBC rank A list.

Rarity guideline suggestion:

Most costumes and weapons skins as common with a max of 1 costume pair and 1-3 rare weapon skins. Most accessories common with specific rare accessories like the witch hats every release of GBC. Effect and wings should mainly remain rare but providing a few common options for both once in a while would better provide them for all paying players.

Commonality could be provided by suggestions #1/#2/#3/#4.


Hope this is clear and understandable and other players would agree with at least some of the suggestions. I also hope that you will direct this to the proper department to at least consider the options provided and the reasons why I suggest them. I’m completely fine with separate options obviously you will choose the best suited method to sell cosmetics to us but I hope there is a change so that more players get to enjoy the large variety of costumes being sold.

Thank you for the reading and supporting our suggestions Yuri!

1 Like

Won’t work regardless of good suggestion bcz braindead whales will gobble up everything they see, throw their wallets on every GBC regardless.

LoL style combat system without the shitty movement system would be great. Some skills being point and click and most being aimed would be far better than sticking to the tab target system that offers nothing of real value and lowers the skill requirement of the game.

On top of that gear upgrading is kind of dumb currently, it’s easy or RNG the hard part is getting the gear itself which is the opposite of what it should be. If I was the one who made Tree of Savior I would have done this for R9.

Chance to find Blue Gear same as it currently is, Berthas and Primus significantly reduced.
Nucle Powder and Sierra Power repurposed
Nucle Powder can now be used to upgrade stats on gear by 1, the amount of Nucle Powder consumed is 10 * the number of current stats, So if you have 1 CON and you want to make it 2, it costs 10 Nucle Powder, if you have 20 CON and want 21, it costs 200.
Gain 10 Nucle Powder per 1h weapon, 12 per 2h, 7 for top/bottom and 5 for gloves/boots dismantled Values doubled for Berthas and Quadrupled for Primus, Primus also gives 5-12 Sierra Powder which is necessary for 40-50 on Armors, 60-70 on 1hands, and 80-90 on Twohands (Those being the last 10 levels)
When you get any piece of Blue gear you can go to an Appraiser Shop and unlock any stat you choose, it costs silver, 100k per stat, Material Shop uses is 80k Unlocking a stat gives you 1 of that stat.
You can upgrade blue weapons to Berthas by using 200 Nucle Powder, you can upgrade Berthas to Primus using 500 Nucle Powder (Values halved for Armors)
Velcoffer doesn’t give gear, instead you gain shards for an item that upgrades your gear to Legendary. During any quality upgrades all awakening, enhancement, trans and sockets are carried over.
Cap Enhancement at +16 Costs Anvils + Silver. 1-5 can be done with any Anvil guaranteed, 5-10 requires Silver or Higher Anvil, 10-15 requires Gold or Higher Anvils and +16 Requires a Diamond Anvil. You can use Any Anvil if you wish but it will only have 33% chance to work if it’s not the right kind. Failure will cost a potential but will not decrease the Enhancement.
Partis Solutions are fine.
Ichors serve no purpose.

This way gear would be increased over a longer period of time. It wouldn’t be hard to get a starting piece of gear but you wouldn’t finish upgrading it so fast.

Lots of issues in any game but this games biggest are it’s combat and gear system. There was no reason to touch the classes.

Sorry I can’t play that game on a gamepad…so its a no go for me. I have wrist issues and a game like that controlled by mouse and keyboard would not be the right thing for me…

I am skeptical because games like Diablo/PoE and such are fast paced and have lots of ground targeted skills. Blizzard was able to include controller support for D3 on console, but im just not sure a Korean dev will do the same.

Alright now they need to fix the classes because they just destroyed all of them. Everything is over nerfed, Idc about damage numbers, nearly every fun mechanic that made the interesting classes fun to play is gone.

great, now cheaters like u can leave <3

I don’t know, mb some of things i write down here would be implemented in Re:build patch(lul they are not ahah) but i just want to whine here:

I don’t like current game concept design. If you look at the world map you will see a lot of beautiful places, some of them are masterpieces indeed, some of them with INTERESTING quests, but… 90% of them are useless completely. Why? because most of the quests are useless for exp gain and the main goal of every player is random stat gear 350|380 lvl or legendary|unique from raids… so basically there is no point in ANY others maps, that can’t give it. There is no point in any other unique mob loot atm and i think it’s bad, cuz you did useless work.
Remember when everyone farmed recipes like sage wall and Brandish(i can spell it wrong i’m sorry beforehand) ??? It was great time cuz there were newborn gamedesign, even at high lvl you can freely go and farm low lvl locations cuz you need this materials to craft your gear or just to sell them. Now its only 350++ maps… cool.
How to solve it? Right now - no way, cuz you give players easy motivated long term gameplay without gamedesign idea at all. I liked the variety of custom gear in ro backdays, just to let you know. Imo diablo system doesn’t fit this game.
I’ll describe my other thoughts in a while, until next time then and thank you if you ever read it all.

This one is masterpiece for sure. Most of the content is so pointless that people even FORGET ABOUT IT. Here some for you.
image
How to solve this one too? I don’t know. The only thing i can imagine - remove random stat gear and try to recalculate stat system and all ingame gear that way that it will give a decent amount to everyone. But in the current state of the game it is impossible to do, so i don’t know how to solve this poorness of content actually.
Just reminder for my future self - tell them about transcendence and shards.

u have many idea, but no one will work
tos already die becoz so many minor bug ( 1 or 2 minor bug is ok, but too many in this game become annoying)

imc need to close this game
and rebuild + fix all bug
then open tree of savior 2
everyone will play again

:smiling_imp: :smiling_imp:

Imho a very good medicine for the game would be to throw the old client and especially the engine into the trash bin, rebuilt TOS as TOS 2.0 on unity (without reset of course, IMC can’t allow to lose it’s veterans) and bring the game to mobile.

Inbefore ahh no no no mobile. Given how horrible the engine performance is, the game can look better/similar and unity and still have far more and stable FPS running through an emulator. Mobile is just a plus in this case. I remember that there was a different version planned as mobile but it seems as it was dropped. I guess it was because tos failed and population declined.

Taking developement costs into account for a rebuild on unity IMC could take all important maps and drop the 90% unimportant ones for the start and rerelease these later with a purpose maybe as scaleable instances or whatever.

I could see this working. 2 years ago I wouldn’t have seen this working but seeing the mobile device power and the state of the emulators now. It’s the future. Either take it or fail I guess. Imho Blizzard also made the right move which people will realize after the initial salt.

Ok, transcendence is next:

I really like the whole concept of transcendence system - you can boost any type of equipment with additional +100% power with a long term farming items.
The thing i don’t like about that - how we earn those items to transcend our gear. I’m really forced to do every day saalus to earn decent amount of shards and i don’t like it(its not the bad thing tho i just personally don’t like everyday stuff). The my only issue about it(don’t remember gem feud i hate this sht) - why don’t we earn a decent amount of shards from grinding mobs? This whole game is about grind stuff and i personally like it(yes i’m biorobot ohoho). Why just don’t make few location with good chances, but without other stuff(random gear, materials for new raid recipes etc) ??? Thats how i see it.
For me transcendence items must be obtainable only from mobs, but not any, just special for shards mobs. We need a little bit more motivation to grind. Random stat gear is cool indeed, but most of the time i grind not gear but just powder, shards in other hand is “stable” drop - you know that each costs N silver and you need M*N shards to transcend your gear. That’s not bad thing for me.

It’s not all my whine btw but i think i’ll stop at it like that. Thank you if you read it, thank you if you are not.

this idea has some flaw, it is basically similar to farming battle bracelet in the past, every farmer will be crowding that region. And basically they had implemented it discreetly. Asio/wastrel mats/album is wide zone RNG %, in one map there are some part of the map that has more chance to drop them, but because they didnt announce it publicly, no one can abuse it because they dont know which area of the map has the highest chance.

So many people on this thread mention rebuilding TOS. And I agree.

  • Keep all the existing character and monster assets, music.

As much as I play this game; at least 75% of the reason comes from the fact that I enjoy the way it looks and sounds.

So if we’re talking TOS 2.0; what would I like it to be, or at least see in it?

Equipment:
a) Remove equipment drops from mobs. This includes bosses.

b) ALL equipment should be crafted (Armor; weapons; accessories.)

c) Equipment ‘Breaks’ - players need to BUY new equipment from craftsmen,

Crafting:
a) NO RECIPES; have a generic base crafting recipe for each type of equipment.

b) All crafted equipment has the same look (ex. 2h crafted swords all look the same; players purchase appearance items to change the appearance.)

c) Add a leveling system to crafting with its own ‘skill tree.’ - Stupidly high level cap - As Crafters spend skills their equipment can take on completely different stats. (Allows for highly diverse gear - For example person 'A" allocates all his crafting skills in increasing the evasion and critical rate on leather shoes; person “B” spends skill points on increasing Max attack damage on 2-h swords; 'C" has balanced armor of high defense and con bonuses; “D” crafts necklaces with movement speed, “E” makes bows with Item drop rate bonus. Etc etc etc… This would make the market place incredibly diverse; and with equipment that breaks; everyone is coming back to buy new stuff regularly.)

Skills I would think : Str / Con / Int / Spirit / Accuracy / Evasion / Critical Rate / Critical Dam / Max Damage / Min Damage / Defense / HP / SP / Item Drop Rate / Movement Speed / Element Damages / Element Defenses

d) As people level their craft; these higher level versions of equipment require more items. (Examples -Lets say a person is focused on adding skill points to Dagger Crafting. Increase Str Bonus to daggers may add +2 mithril per level to craft; Con +2 topaz; Movement Speed + 1 Diamond; Evasion +1 gold bar … After 400 skill points this person has Str + 100 (+200 Mithril); Con +100 (+200 Topaz); Movement Speed + 100 (+100 Diamonds); Evasion +100 (+100 Gold Bars). Allow the craft of weakened versions (In this example: lets say the person is low on diamonds and gold bars- therefore sets those stats at 0 to make a few daggers to sell with +100 Str/Con)

Mobs:
a) Remove almost all drops from mobs; every drop that is kept should be an item used for crafting - and rare. Common drop should be like… 1 in 200. So regardless of map you choose to farm or level; the item has value. Noting that crafters can make item drop increase equipment for farmers.

Market

a) Keep the search feature (look by stat and item type)

b) Allow players to sell items for both in-game currency and actual currency (for example say they link their paypal merchant account to accept payment). So instead of making broken items like ‘Diamond Anvils,’ or "Level 9 gem abrasives,’ or “Golden Sockets’ to sell to players; you’re allowing players to sell to each other; and IMC takes a fraction of each sale. (Lets say for example Player 'X” is selling Gold bars for .25$ each or 25,000 silver each; players can select either option while using the market. Player “Y” is selling his level 400 crafted daggers for 10$ or 1m silver. If IMC takes 10% of each sale - Gold bars would make .03$ per sale; and 1$ per dagger.)

c) The market revised this way would keep people from buying from ‘Gold Sellers,’ but would likely increase bots; so that would need to be put into check.

Those are just some ideas…

Joining on this topic, here’s what I’d like to see added/changed in ToS to make it far better imho:

1. Recycle most of pre-endgame content.

ToS has lots of interesting maps, quests and lore. Most of it feels wasted when players can jump straight to end-game quickly and easily as they do now. All these maps clearly show tons of work and dedication that devs have put into them. It pains me to see how little attention they get and I feel like this really could be improved.
I am guessing that this problem is related to low player population but I think there are some ways to address it nevertheless. A solution would be to give a reason for end-game players to go back to lower level maps.

  • Current plans of making quests reward attribute points seems like a step in the right direction but I worry that it might become little more than a chore for high-level players. Quests are always interesting due to story and lore but they are boring in combat once you’re past their level. This change alone won’t solve the issue.

  • Challenge mode is an interesting concept that I think could be utilised. Challenge mode monster levels could be adjusted to the average level of player party participating. This combined with unique CM rewards (e.g. unique decorative items, unique useful recipes and materials, unique useful potions, etc.) per map would encourage players to participate in CM’s everywhere. Any map would be a rewarding challenge for players no matter their level.

  • This one is a bit more drastic suggestion, though I think it would be also very interesting and effective: major flattening of player power curve - making player strength grow very, very little with levels and equipment. In the end, even a level 200 map could still pose a challenge for players of level 300+.
    For extra balance: to not let competent low-level players roam too freely on high-level maps, monsters of levels above the player could deal increased and take reduced damage.
    I realise that this idea would require a complete game rebalance, but take note of the following:
    + high level players could still enjoy some challenge questing on lower maps,
    + less level-discrimination - higher level players could have fun partying up with lower level players,
    + longer weapon/equipment lifetime - with power curve flattened, items of lower level would be useful for longer = it is more rewarding to put effort into obtaining them,
    + major extension of content lifetime - more maps and bosses remaining a fun place to spend their time on for longer. This effect synergizes with some other suggestions I propose below.

2. More diverse and dynamic party interaction.

I feel like playing in a party is mostly about DPS and healing. There are many awesome class and skill concepts and mechanics in ToS that are underpowered or underappreciated.
While playing MMORPGs in a party I enjoy it most when I can find an interesting role for myself - something to specialise in, focus on and be useful and appreciated for.
When I first saw ToS way before it was released, this is what made it look incredible to me: multitude of unique and inventive classes in which I’d love to specialise in. Playing the game currently, it just doesn’t seem to live up to that expectation.
I believe there are a few reasons for it:

  • game is too easy to require from players the effort of good cooperation,
  • boss mechanics are not diverse enough to require a variety of tactics. Most of the time, just dishing out damage fast enough does the job,
  • there are too many reliable self-sufficient builds.
  • many interesting skills have little or no practical use,
  • it feels useless in a party if one is neither doing DPS nor healing,

Here’s what I’d suggest to address these issues:

  • Emphasize class strengths and weaknesses. Reduce number of classes that are self-sufficient. Especialy, since you can pick multiple classes in ToS, so you can always pick at least one that allows you to solo.
  • Make bosses harder with each one of them having deadly damage, it’s own extreme skills, features and tactics. These would have to be very strongly emphasized. That would allow many underappreciate classes to find their own niche. Here’s some examples of unique boss features:
    + unavoidable nuke damage (countered with immunities),
    + fast homing projectiles (countered with movement speed),
    + unexpected no-warning aoe (countered with clairvoyance),
    + single target nuke (countered by aggro management and tanking),
    + summoning lots of monsters (countered with dedicated aoe/multi-target DPS-ers),
    + nuke debuffs (countered by debuff removal),
    + insane def/m.def (countered with def/m.def debuffs),
    + magic circle nukes (countered with magic circle dispells),
    + specific element nuke (countered with resistance),
    + SP drains (countered with basic attacks/low SP skills),
    + super health regen (countered by burst, regen block),
    + frequent teleports cancelling out attacks (countered by long duration traps and magic circles),
    + weakness to just one element (countered with classes who can deal damage of that element).
    These are just examples but I’m sure you get the idea: variety of bosses for variety of classes to feel useful for.
    You’d surely think that these hard-counter bosses would make some classes too good, while others would feel useless but consider that while 1-2 players in a party are the hard-counter others are still useful to support them. It only means that it’s no longer the case of “any meta DPS is fine”. Each boss would require it’s own strategy and some party combinations won’t work but with proper balance, every class can be useful in it’s own way to some extent, while every class can feel like an MVP in the right situation.
  • Give all bosses frequent and long invincibility periods. This would limit the importance of pure DPS and increase impact of survival and utility skills.
  • Make field mobs share the above unique strategic features like boss monsters (though not so extreme of course). This would make many classes feel useful also outside of boss fights.
  • Increase importance of tanking - make tanks and aggro management important, like in many other MMORPGs.
  • There needs to be multiple valid boss fights with multiple strategies per level range, especially for end-game levels.
    For example, it won’t matter when class X is super useful against boss strategy Y, if that strategy is only encountered on boss at level 150. When class X gets past that level, it’s gonna feel useless. It needs a proper role to fill also at the end game.
    Note: This problem is easier to solve with the power-level flattening I mentioned earlier.
  • Make sure that every skill in the game has some specific and well defined purpose and situations/places where it is useful. That niche should be present also at the end-game.
  • Make sure that party-play benefits are always good enough to justify effort and time put into forming a party.

3. More equipment and cosmetics variety.

There’s one ingredient that is missing in suggestions I described above - player motivation.
With a variety of map CM’s and variety of bosses and their strategies players need a reason to make use of them, instead of just grinding “the best one”.
I think the best thing to motivate players are equipment and cosmetic items that are cool, useful and justify the effort put into obtaining them.
Cosmetics like ears are hats are always to be in demand, so I don’t think this needs to be elaborated on.
Equipment is more tricky however. Level-specific equipment eventually gets outdated. With the huge variety of weapons and armors in ToS there are only a few end-game sets that are commonly used. 95% of equipment items are temporary and unused. Most of crafted recipe items are completely not worth the effort of crafting them. I think this is a huge waste of content.

Here’s what I propose:

  • Adding lots of equipment recipe “tech-trees”, e.g. sword lvl 75 + mats -> sword lvl 120 + mats -> sword lvl 170 -> sword lvl 220 + mats -> … and so on.
    These “tech-tress” can be more complex than that. Imagine item crafting from MOBA games like League of Legends or DoTA.
    In ToS there are already some recipes similar to this. They require equipment X as crafting material for equipment Y. They don’t form complex tech-trees however and their usefulness doesn’t last long.
    Some of these tech-trees should reach up to the end-game, becoming valueable and powerful items to justify the effort of going through the full tech-tree cycle.
    This idea has a few benefits: increases usefulness of low-level equipment, increases demand for materials of all levels, adds economic interaction between players of all levels and increases lower-level maps’ content lifetime.

  • Adding more equipment with useful and unique effects. Currently, it’s mostly the end-game equipment sets that have unique effects. There are very few items like that on lower levels.
    Perhaps, with proper balancing, items with effects cool enough could situationaly remain useful even above their required level.
    Some unique item effects could be especially important for specific classes to distribute demand for every item.

  • An upgrading system to “boost” equipment items, e.g. item of level 170 could be “boosted” up to level 220, increasing it’s primary stats to be comparable with items in that range. Boosting like that could go up all the way till end-game. With such a system any weapon in the game would be valid at end-game.
    I’d be happy to see this idea implemented especially when thinking of all those low-level items that increase skill levels. It also synergizes with the above suggestion of more unique item effects.
    This idea also adds/strengthens all the additional benefits I listed in “recipe tech-trees” above.

  • Power-level flattening as described above.

4. More attention given to items crafting.

Currently, crafting makes sense mostly just for end-game items. Most of pre-endgame recipes are not worth the time.
I already gave some suggestions on how to address this, so I’ll only say that, one way or another, I would love to see crafting to be something useful, imactful and worth focusing on.

5. More and regularly released game secrets of moderate difficulty.

I like researching game secrets. It’s awesome and super exciting when you find something new that no one has discovered before. ToS has multiple secrets that have been discovered already and perhaps a few that still remain unknown.

I wish that following actions were taken in that aspect:

  • release of new secrets after previous ones are discovered, to keep a steady pool of things to investigate,
  • keeping players assured that no unfinished content is present in the game, which could be mistaken for traces of a secret,
  • well adjusted difficulty of finding secrets - making them intuitive and logical, preferably with little or no secrets relying purely on luck.
  • cool, unique rewards (costumes, cool recipes or one-time unique OP potions) for figuring out secrets, especialy the hard ones. Whatever it is, it should be rewarding of all the effort.

6. More market freedom.

Currently, market sales are dragged down by very high silver tax.
I understand that this is helping items market to stay stable and reduces number of unnecesary/scam market sales but I feel like it is a bit too crippling.
Players are constantly trying to work around this system with Talt/Blessed Shard trades.
While trying to sell just a single valueable item myself I was feeling paranoid and very constrained.
It’s hard for me to give exact suggestions but I wish this system was adjusted somehow.
Perhaps expensive/cash shop/event items should have no/reduced tax? Dunno. ._.

Thanks!

Well that’s been a lot of text…
Sorry for that and thank you for reading!

:haha: