pls imc atleat do something about serious bugs like vga error or any tons of bug that affect our gameplay
why when such this thing happen in ktos then they get bug fix after 1-3 hour but when it happen in Itos we get nothing
pls imc atleat do something about serious bugs like vga error or any tons of bug that affect our gameplay
why when such this thing happen in ktos then they get bug fix after 1-3 hour but when it happen in Itos we get nothing
and we should also get 5 dungeon runs instead of just 3!
No to Korean superiority mentality. #ITOSLIVESMATTER
The people who manage iToS don’t know the very game they were hired to handle.
I think something went very wrong somewhere right before the Founder Packs announcement and staggered release dates. Remember the Open Beta announcement that was changed later and sparked the community uproar back then? Yeah that’s the point of no return. Whoever decided we’d get an Open Beta period, only to get changed to paid Early Access later by the higher-ups, was probably fired. In the midst of the chaos that followed, the small iToS team had to try and fix the mess and rushed the implementation of a non-staggered release, neglecting the actual game and forgetting some stuff.
There’s to this day a lot of really REALLY old stuff that kToS got and we never did, like beta-tester armbands and some event hats (like that one from G-STAR or the one from the pre-launch 24 hours log-in campaign they had and we didn’t).
Now, the weeks that followed weren’t any better and they knew this. This is the worst part, because the staggered plan they originally had come up with was desgined to leave them breathing room to fix stuff along the way, while more and more players joined the game until full F2P release. But that was gone, and with the launch plan the community voted they knew they’d have to spend 24/7 of the first weeks trying to fix as much as possible. In this regard, lots of stuff started adding up to the problem, like economy restrictions, poor optimization, terrible game mechanics, bugs, and although the first months were quite successful, it was impossible for it to last. With the original plan, the iToS team was hoping to get some feedback from players and address that, hopefully fixing stuff before more people joined. With the massive influx of players in the new launch plan, there was no such space, no time to address any feedback properly.
This led to communication problems, which had existed before actually, but it was harder to improve since the small team was focused on fixing the game and making it playable. In fact, communication didn’t improve until things stabilized a bit. Community shitstorm - Fixing the game - Unable to address feedback in time. Feedback about how to fix the game, lol.
The rest is known history. We’re still not like kToS after so much time, and we’ll probably never be, but about the current issues that create the differences other people have said a lot and very accurate things (the cyber-cafe culture in Korea and Nexon’s influence). Like, why with every big patch things break, now that IMC has the time and aren’t under massive pressure? Someone said once that it was because of the Steam’s client structure that’s different from the kToS client, who knows. Or who translates the new game content that is released now? The same staff that is supposed to be doing CM work, or forwarding bugs to the devs? A good question would be why are the big updates’ patchnotes inaccurate? If you start from there, it becomes a bit clearer on why iToS and kToS aren’t and will never be the same.
All in all, a lot of stuff mixed made iToS the disaster we have today. But it was fun to watch, wasn’t it? And now they’re kinda actually addressing years old feedback, like the game’s difficulty. But we won’t be the same in the end, unless a major effort is done by the staff which is impossible knowing our state, or you turn back time and change the past, one week before the Founder Packs announcement.
: we’re never going to be the same as kToS content-wise. You could hope that someday iToS and kToS have synchronized updates, but we’d still not be the same, because the nature of both servers and their histories are just that different. Part of the blame lies in the iToS staff not knowing the game thanks to many factors, and part of the blame lies in the community, that proved in the past to IMC that people don’t actually know what they want. Never forget that for this topic, the most important element are the people who can play kToS, and have done so for a long time, that can give account of the differences. We’ve lost many of those good ancient players to a troubled game with troubled management. But it’s a game everyone wants to see improve and get better.
Sorry it’s so much text, but I’ve thought about the iToS and kToS differences and the roots of the problem for a while now, and it’s hard not to when I’ve been here since day one. It’s a topic worth discussing, it’s very old (ever since iCBT1 ended and people bought access to kToS beta events) and, like I said, there’s been very good points about it. In the end, it’s a topic that’s present in every localized Korean MMO forum.
You should post it in steam review, it may be the most accurate view of the current game.
It’s funny that I had right my guess about the compensation for fedimian being ■■■■■■ UP BADLY for the whole of sunday: an exp tome + a reset voucher.
On concept of 'temporary maintenance’
NO. That might be compensation for the maintenance itself, but what about not being able to play during the day of the week most people have time?
This costumer treatment is outrageous.