Tree of Savior Forum

Tree of savior gonna feel like offline multiplayer game?

The channel system does not sound hot. Every channel can only take up 150 people per channel and this game has large maps. I bet half of those people are just afk in city sell their stuff or crafting hours long items offline. Im just afraid that Tos is going to feel very empty and its kills the concept of mmo…No more meeting random people at maps… Lack of sense of adventure with other random people… :anguished:

Edit!!

Problem is now solved. I thought 150 was for whole maps… l but it turned to be that every map has 150 limits of players…which is very good thing…

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Don’t jinx it. :persevere:

What do you mean Harimaku? I did not experience what you are suggesting at all. Every map I visited had people in it. Every channel I switched to had people in it.

The amount of channels is based on people I believe. Some maps had more channels because more people were there and some had fewer because less people were there. Because of this every map seemed to have a decent amount of people on it.

But this was just my experience. Anyone else want to share theirs?

This isn’t like Echo of Soul where you can hit the max level in a few days. In Tree of Savior leveling is a lot slower so people tend to stay in areas longer. I think we will be just fine :smile:

Wait, wait. It’s 150 people per channel?
Isn’t it supposed to be something like 150 people per channel per map?

2 Likes

I doubt you realize how the channels work in this game.

Just like @imissbrooke32 said, each map has their own set of channels. For example, Klaipeda may have 10+ channels, but a map like Veja Ravine may only have 3. The more popular the map, the more channels it will have.

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Really??? So every map have own channels?? This sound good!

I believe every map has it’s own channel. The main city might be up at 5 channels because well everyone goes there then you step out and the next map might only have 3 or 4.

I didn’t venture out to the further zones that were way above my level though. If there is someone who did they might be able to tell us if their is a minimum amount of channels or if it drops to just 1.

I was comfortable with the amount of people per zone as I was traveling. At no point did I ever feel, “This is too empty”. But whenever I felt, “This is too full” I would just switch to a channel and be just fine again.

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Yep, it will drop to 1 if the map is empty.

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its kinda possible cuz i found i changed channel every time i changed map

I really hope you are right… 150 people per maps sound actually very good! I thought 150 was for whole maps… :kissing_closed_eyes:

On a CBT i dont think we can ask for that much can we? I mean, it was like 8 thousand invitations, from those around 30%-50% played, not counting the ones that probably left during the test, now imagine an OBT, where people dont have to worry about keys to play the game, 150 players per channel, do you think it will be enough?

This ^ and i lost the count how many times i had to change channels to find a spot on certain maps.

For some reason i think what you are saying is more realistic, unless its like the other quoted post, the channel quantity increase by quantity of people.

Then we would have a dead server because we barely would see many people unless on a city map.

It seemed pretty packed in iCBT… I imagine it’ill spread after crystal mines. But… I’m more worried about the in demand camps being over utilized then not seeing people enough.

Everytime threads like this one come up, my thoughts are more far ahead, from OBT to release,so im thinking about this when those times come, CBT we are just testing things out, its not decided that will be like that so im not too much worried about that, but as already answered, the channel numbers are dynamic, they appear as tthe server see a demand of more channels, and 150 players per channel and a dynamic number of channels per map is pretty good.

Currently, most maps have 1, 2 channels max.

Popular early level maps, have 3-5 channels. I’m not 100% sure if there is still dynamic channel creation, but a long time ago I believe it did have it.

So yes it is channels per map, not a set amount of channels for the entire server.

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feel like Anet’s Guild Wars 1

There was in the ICBT but i don’t know if its been changed in the kcbt since then.

Lot of mmos have had the channel system its a OLD system thats been around long long time probably lest 20years.
Its never as far as i know been a reason for why some MMOs fail and other succeed.
Some games have it but its “hidden” you cant actively switch between maps and some you can jump between maps until you find one that allows you to have as little other players to allow you to play more freely, some games list how many are in each channels some have that hidden.
Think its a pretty good system for not getting lagg and allowing many different playstyles

This is one of the reasons cities seems so full off people since they allow huge number of players in the same instance as lagg isnt same problem in cities but usually cities end up to “full” your literary standing in each other so they need to even instances the cities lest couple of times unless they made Huge cities and i do mean Huge.

As far as i know myself on MMO world, the main reason most mmo’s fail are due bad management, at least imo.

GW2 have that, but im not sure how large scale is the system, if its map, ingame land area like Krita region or server sized, and when youu click ok to change to another channel it give you a temporary buff.

It still under channels influence, the server and even our own clients cant hadle the massive amount of info, so its divided on channels, not sure about the chat channel tho.



Source: http://www.slideshare.net/justcharlie/mmo-player-psychology
Source: http://www.slideshare.net/HiPay/the-players-hi-pay-surveyjune-2013

u wot m8

/20charactersatitsbest