Tree of Savior Forum

[ Toaster's Feedback ] Linear Play, Playing With Friends - Disappointingly Hard

Hi there, I was Toaster this CBT and I made about 7 characters, several different classes from lvl 120-180. I’d like to talk about what I find to be the biggest issue that I feel needs to be addressed in ToS.

Playing with friends and people you meet in-game is way too difficult, and the game is far too linear for a game that should offer replayability though a diverse class system.

The problem: Quests are linear. You follow a questline and can’t participate with others who are on a different part of a questline. Quest Cards are the most efficient way to level, hands down. Questing is the way to level, and if you don’t have quests to do, you are suffering. This is shown by people saving all of their Exp Cards from lvl 130+, to use them all during a part of the game ( lvl 160-175 ) where quests are sparse ( zones are about 3 lvls apart, and the quest cards in each zone will not give you 3 lvls ).

What Happens: You try to play with your friends, or people you’ve met in-game. However, someone is on one part of a questline, or they’ve just done the quests in an area ahead of you. Since it’s the most efficient way to level, your choices are to have them wait on you to catch up, or not play together. Even if you wait and sync your questlines together, then when one of you goes offline, the other continues to play and you get out of sync. The problem arises again.

The Current Solution: You can coordinate with them, and make alt characters to level together, and only level with their characters when they are on. You end up doing this for every friend you have, and make several characters, only to level with them. Then you make a solo character for when no one is on. ( This is how I ended up with 7 characters ).

This is a LOT of effort to just level with people in an MMO.

The quests are linear, and the only way to efficiently level, so for each character you’re repeating the same questline with no diversity. This is boring and frustrating.

What Works Now: There is one part of the game where your questline progress doesn’t matter, and everyone can play together within a decent level range. The world dungeons ( For example, Royal Mausoleum Constructor’s Chapel ) - a group can get together with 5 people, and as long as their group level range difference isn’t more than 20, you can all level together and have a fun time grinding.

The Issue: These areas are too far spread apart, and Quest Card exp is still better than grinding ( considering normal exp, not boosted rates like we have now ). Also, the level difference where exp can be shared, and the level difference where monsters do more damage to you is too small. For a game with so many levels, you should be able to party with someone who is farther away from you in level. There also needs to be more diversity in the dungeon grinding areas, and limiting the areas by level makes this problem worse.

Proposed Solution: Make more open world dungeons ( like Mage Tower, Legwyn Family Residence, Demon Prison ) and grind areas for party play, and increase the range at which players in a party can gain exp together. Quests should not be mandatory for efficient play, especially if they are so linear. If there were many different places to level, making new characters would not be so boring. Ideally you should have a choice of several different dungeons to level within a certain level bracket, and not be forced to do a linear questline by yourself.

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This is what I feel would help with what I find to be the two biggest problems, the linear gameplay and how hard it is to play with your friends. I have a lot of other feedback on classes, game interactions, boss balance, instanced dungeons, etc, but I wanted to keep this short enough to read fully and this is really the most important thing, I feel. If this problem was addressed it would make ToS a much more enjoyable game for all, and keep the community strong since everyone could level together.

Please give a read and consider it. :blush: @GM_Erick @GM_Fuji @STAFF_Shawn @STAFF_John @STAFF_J

12 Likes

To be totally fair this sounds like the problem I have with some friends and it isn’t so much a flaw with the game as it is with nolifers trying to play with casuals.

The other thing is it should be easier to play with friends the higher level you get. Since at a certain point your unlikely to gain more than a level or so even if you played all day without your friend.

I just hope at higher levels they do more grind/maps and give up on the crappy themepark design (also cuz grinding spots makes for much better GvG :P). The biggest problem is you can even be the same damn level but if your on different quests/maps who cares =/

EDIT: I also hoped that party quest meant something more like “Go to this random map with your party and fight some bosses” or something. Idk what I was expecting but something more repeatable and world based I guess.

1 Like

I agree 100% with you. I made a priest full support and was SO BORING to play because I was always alone. When I entered in a group in level 40 I was super lost because people had made the quest and I lost monster register (only count if you kill the monster - they need change this), map explore and a lot other things in the journal.
Playing support/priest was boring because of this, you don’t have skill to have fun alone (Like be a linker and link 5 monster and use magical - this was funny for me lol), you have to kill monsters one by one. When I turned pardoner I had to give up because I couldn’t find groups (except dg) and the class had so boring visual skills lol.
Just returning to the topic I agree this is the biggest problem of the game you have more than 50 class, but only 5 can be in a group, only few classes have space in one, and you never can find groups to make quest together since everyone is in one.

1 Like

Hi Saviors. Thanks for the feedback on these features. We understand where you are coming from and rest assured that all this will be taken into consideration. :slight_smile:

4 Likes

This is a serious problem. I recommend that party questing ignore when one or some players haven’t met the quest prerequisites.

For the individual who hasn’t met the prerequisite, just defer the REWARD until the prerequisite quests are completed // level requirements are met.

This would make cooperative quest play a lot more flexible for the players.