Tree of Savior Forum

The sustainability of this type of game

I played the ToS beta for a while, and there’s a few large issues, but I’ll talk briefly about the largest, here.

The game has no sustainability. By that I mean it’s a themepark in which after a few months all the beginning areas will be completely barren. How could this be fixed?

Make armor and weapons side-grades and not upgrades, so there’s a reason to hunt every enemy depending on which stats you want. You can still give these items some kind of level requirement and make them rare so people don’t get overpowered too early.

Make enemies drop a type of resource specific to that monster that gives you a specific upgrade that no other monstergives

Make resources for squires/alchemists/fletchers/etc able to be farmed in every map somehow.

Grind exp AND quest exp both need to go up, but the amount of quests needs to go way down. Each quest needs to take way longer to complete but give a much more substantial reward or utility. Dungeon access, Dying equipment, specific upgrade tools, unlocking shops to use, enabling special options, giving stat points(which some already do)

Many of the early class skills need to have a more meaningful stat scaling.

There are many games, (one in particular that this company knows all too well. You know the one I mean) That are still played to this day by a mass following, even after over 10 years. Currently I don’t believe this game will be one of them, but it can be. Please don’t let these concerns go unheard.

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I agree with the problems presented, not as much with the solutions.

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Care to elaborate? The only thing I said that takes away from the current “game experience” in any way is less more important quests. Is that what you disagree with?

I need more to go on. Knowing more opinions is useful. We all want this game to be the best it can be.

I do agree with what you say, in a personal level but not so much in terms of design choices.

Basically, i feel the problems are much deeper, and some “core” fixes work to correct the current problems. For example, is not that Archers are Weak (they are, but not as much as people think) but that there is no reward in 1v1 monsters. Even stronger monsters.

As for gear, tier level req makes them underwhelming, you just buy something in the AH and chances are, any drop you get is either worst than what you have, or the worst next tier item that you cant use, so, they are only used as money generators. Upgrading them also is meh, since you know they will be useless later on.

Also, exp penalty on lower level monsters combined with the exp table of monsters / monster level which makes it that killing higher level monsters is not worth it (so why party / 1v1 with safe ranged classes). They also have a reduction of damage taken from lower level players and they have a bonus of damage against lower level players, so is even worse.

And the worst part is, if you dont want to quest or grind for exp (because whatever, boredom) you have nothing to do, no farming for hat or gear or anything (why even, just go AH and buy), why explore, you cant get quests lvl 10 or higher than your level, chests are fixed locations with fixed items and fixed Key level needed. Etc…etc…

Also im pretty sure all skills have 100% stat scaling unless stated so (and cleric magic, which has none unless stated).

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This is a super late response, but on your second point, I think you completely missed what I meant by “sidegrade”

Lets take 2 handed swords for example. You could have a sword with 3 slots and 100 damage, a sword with 4 slots, and 80 damage, a sword with 0 slots and 150 damage, a sword with 2 slots with 130 damage, and then if there’s a system in place that actually makes the slots worth something, you could pick and choose which sword you like. That’s a side-grade system. With our current system you just sell or throw away previous gear you don’t need anymore. I propose a system where ALL gear has a use.

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I couldn’t agree more. Someone give this man a cookie.
That’s why item level requirement Tiers are a terrible idea.

So you don’t like that the zones will be empty, but you want to increase all xp so they spend even less time there? I think you’re going in the wrong direction with your suggestions.

Xp isnt bad right now. idk why so many people have a problem with it. not like this game is meant to make the lvl cap quickly or anything.

Exp has a problem. Monster’s exp is flat. They give almost the same amount of exp, The only reason you are not killing monsters 10-20 levels below is the exp penalty. The problem with this is that, killing stronger monsters has no value. If you want to kill 2 or 3 stronger monsters and rest, instead of AoE everything in your path, you will get the same exp in an hour as mobbing gives in 2 minutes. This makes classes that focus on single target and/or safety, feel less powerful / underbalanced.

My argument was about people wanting higher xp because they think xp is too low. It’s doesnt take long to level as it is. Also raising the xp does the opposite effect of what the OP wants to fix.

Xp penalty is something different than what im talking about, but if there was no penalty and the xp wasnt flat, I’d just go to higher level zones instead of lower. Also if they made it more beneficial to grind in lower zones, then the people who are trying to quest there might have a more difficult time if higher level players are farming there 1 shotting everything.

If they added more caves in each zone just for grinding it would give us more areas to grind. Also some of the caves could have stronger single monsters that give more xp per kill and are in your level range.