Tree of Savior Forum

Thoughts on specific located server

So before everything i’ll say i’m not from EU, and not from NA either,
so if you don’t wan’t to hear what i have to say just cuz of it fine.
Now the issue, my biggest concern about ToS is only one and not only about
EU but any other server even if it’s the free launch server, or a server
to not get congested at the launch.
At this point everybody is tired of that quote “Korean servers are dead”
guess what we really wan’t this game to be popular but it’s clearly not
for everybody and creating servers will just bring that DEAD server
thing all over iToS. I know that everybody want’s to play with the
lowest ping as possible, we are all players in the end, but in my
opinion it is better to play in a 180ms server than a dead server.
Thoughts?

The problem is that if iToS will produce 300+ pings for more than 60% of the community (roughly 30% being north american players) then you will end up with dead servers too, because the game is unplayable.

I understand your argument, but really… connectivity issues will never contribute to the health of your game.
How bad it will be remains to be seen.

Failing to establish localized servers internationally will only hurt in the long run.

There are at least 100,000 people looking to play this game on the steam version. I would not worry about having empty servers unless something goes horribly wrong.

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well I am from south east England and my ping to there server goes from 90 on low times to 120 at peek times so I am all good and to be honest I agree with you ice cool yes might suck to play with lag but its better to play with lag then a “MMORPG” with no people remember the point of a MMO is the people you play with without that its not a MMO.

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I think the better the quality of a game, the best chance it has to retain its users.

Localized server will improve the quality of life of the players.
I fail to see how you can think it could be a cause in creating dead servers…

I think its more fear of having too many servers with such unpredictable numbers yes if we have say 100k players on launch for example what’s to say within 1 week out of all those 100k player a random determined number will find this game is boring or some will be under the nostalgia effect and feel this game is not ragnarok.

I work with the general public so I can understand unpredictability without core statistically most things that revolve around this is classed as a gamble and investors wish to lower the risks of those gambles to acceptable means after all its money there dealing with and there betting on a good return with IMC and what I mean by investors is people who helped with funding the project to begin with.

Now what I could ask if it was possible to have at least one server of each and the main of there subscription base to have more servers not to be unfair or anything but think of it as testing the waters for instance if there statistics of accounts show there are.

50% of the player base are around NA
30% of the players are EU
20% of the players are SEA

Then do it based on ratio’s of demand after all they do have some of the information of the status of who will be playing the game unfortunately not everyone but a majority I would put my guesses on.

In kTOS currently matchmaking is enabled cross server. That can help reduce the ‘dead’ problem?

They could do something like prioritise the same server in the queue first and then only start filling it with cross-server players if there are insufficient numbers etc

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You just gave me a idea instead of guild vs guild how about realm guild vs realm guild think about it adding a state of compition who’s server is better then the other server using guilds as a format. :smiley:

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People with high pings won’t stay long.

They will quit when they see their build sucks at lvl 200 'cos of ping.

PvP and PvE sucks for them.

Takes only 1 month to get to 200, even if you’re casual.

Dead server.

Actually it’s around

24% are NA
21% are EU

Rest is Brazil and rest of the world.

International Tree of Savior.

NOPE (✧.✧)

As i said, you cant play classes that are AA base or 0cd if you have a high ping if you really want to be aware that you will be less effiecient. The only people that should be really sad about server on NA are the ones with 200ms thats a huge ■■■■, i played all my life with high pings and i know the difference from 180 to 200.
I think the best solution would be 1 server with regional channels, but i don’t know if it’s possible. Like Channel 1-5 NA east, 6-8 EU, 9-11 NA west, something along those lines.

Thats not a solution. While it allows for NA players to play with EU players, it brings the very same problems you are trying to solve. When you join an inter-server matchmaking for dungeon or PvP that instance of dungeon or PvP arena have to be on one server somewhere in the world. If its in NA then EU players will have higher latency than NA players and vice versa.

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Its more like this exsample

Client > Server cluster > Server hub EU >< Server hub NA < Sever cluster < Client

Instead of it going Client > Server cluster > Server NA

It lowers the rate of data from both servers via distance and traffic because what is happening is the main server hubs are taking there data from there respected areas and then the server hubs trade data to each other reducing the load and as i said distance and traffic of all the data problem with this method is can cost a bit and needs a lot of coding for the data transfer to behave itself.

I’m surely dont…

NA players < 20 ms delay> NA servers < 150 ms delay > EU servers < 20 ms delay > EU players

There is no way EU players can physically play with NA players without some sort of delay. Any proxies or “hubs” as you call them only add complexity and additional delay.

If you imply that for each regional player there is an instance of dungeon/PvP arena on their regional servers and then servers interchange data then it doesnt change anything - there is still delay between inter-sever communication because of distance. What would it look like for players? EU players will see NA players’ actions with a sizeable delay and vice versa.

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but the delay would be much less then having everyone go to the same server hub.

it wont be less. It will be “equalized”. But for that you have to physically put “server hub” equally distanced from either region. For example in the middle of Atlantic Ocean. In that case both NA and EU players will have average latency of 95 (using my example above) to said server.

You are confusing server response delay because of load and network delay because of distance. You cannot get rid of the latter one and it is usually network delay that players refer to as “latency” or “ping”.