Tree of Savior Forum

Tos CBT3 improvements

For people who have not readed these yet.

Focused Group Interview To Improve Tree of Savior full translation.

Official article now on ToS Nexon translation.

Question and answer after cbt2

Some interesting notes.

1.We want to have about 3 areas for every level range where you can hunt effectively, so many hunting routes will be greatly changed. Originally we were going to have players rely on parties to get through level intervals that lacked solo zones, but now we want solo play to be relevant throughout the game.

2.We are switching focus from a quest-focused game to an exploration-focused game, and party match making is being developed.

3.For ease and friendliness of the game toward players, there has been much discussion. We don’t want to hold the players’ hands, as the game wasn’t meant to be played in that manner

4.Monetization hasn’t been finalized. We’ve discussed a cash shop [NXP is their CS currency] but nothing is final as of yet. We’re trying to avoid having a gap between paying players and non-paying players as much as possible.

5.Instead of supplying too many quests that are lacking in their purposes and meanings, we believe that it will be more meaningful for players to search for the quests enthusiastically themselves so we are planning to hide most of the quests"

6. There will be many changes taking place in CBT3 so the testers who played the previous tests may feel unfamiliar with the game in the next CBT so we are still discussing internally. We may start the tests in other countries or launch FGT2, but nothing is decided yet.

2 Likes

I do admit that one of the aspects that I loved about vanilla/classic RO (I’m NOT saying anything about ToS being the new RO, simply comparing two different games which one happens to be RO) was that you truly had to explore the maps to find where to go next, spots to level, etc; You had more freedom to explore because everything wasn’t setup to babysit you through the entire game. That’s quite nice to hear.

And although I’m mostly a solo player, I hope they do somewhat make party-leveling more efficient than solo because it’s only fair really (and it promotes community interaction i guess).

Quite interesting changes, I’d love to play and test it out.

3 Likes

@harimaku I’m pretty happy with all those dot-points. :grin:

One of my main sources of hype <3. Hope that they don’t back down on this one.

@Illya
We are at a point where we have to specify very clearly that we are not treating ToS as RO2.
It’s sad, I can’t blame you obviously, there’s many people here that for some reason hate the RO fanbase.

[quote=“harimaku, post:1, topic:3070, full:true”] 2.We are switching focus from a quest-focused game to an exploration-focused game, and party match making is being developed.
3.For ease and friendliness of the game toward players, there has been much discussion. We don’t want to hold the players’ hands, as the game wasn’t meant to be played in that manner[/quote]

These are the ones that I am looking forward the most.

I hate quests in general, I really don’t want to be forced to make them.

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Yeahhh man everything sounds so great. Kind of unfortunate that they didn’t figure these things out until now, but as long as they figured them out that’s good.

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“The gap between PvP and PvE is too big and balancing them is hard.
Separating PvP and PvE is a possible concept that is being discussed.
(Regarding skills, specifically; the possibility of skills being
different depending on whether you are in PvP or PvE is being discussed)”

It’s a dream come true, really.
I’m all for this.

So this completely kills the possibility of a PvE map with PvP enabled, huh?

Well I am very sad.

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Click the first link.
Then press ctrl+F
Then copy paste a part of what I wrote in between the “…”

Also: No, that’s not an easy fix. There are skills that instantly kill or give immense amounts of CC or utility. Simply tuning damage numbers isn’t going to balance anything there.

Na, I don’t like altering skills between PVP and PVE too much, hopefully they can bridge the balance gap as much as possible with gem/gear type solutions and clever planning and leave most of the mechanics consistent.

-in extreme cases like Oracle’s death clock thing, maybe they could make it drop off if you LoS the Oracle or go off screen from it, that would severly limit its PVP potential while not really effect PVE while keeping the mechanics consistent.

-Gems that make you immune from being frozen or immune from knockdowns are another possible PVP solution that can combat a cc imbalance in PVP. Classes that are hurt by certain cc can just gem to counter it kinda like how phen clip was a must for wiz in RO PVP. I dont really like nurfing cc’s in PVP but just looking at the game at a glance, it does look like a CC nightmare. I just hope all the years they have spent developing this game, some of that time has gone into some thought about possible PVP problems in the future.

I really like these 2 points