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weekly patch.
game got more broken.

And also the GvG time. And trade restrictions. Maybe secretly IMC is making a social experiment by presenting a game targeted at masochists.
The FPS got a bit better at some point… then after a few patches it’s even worse then it was before.
And hey, still don’t want to manage identical repositories, no, how about we make iToS a couple of weeks back just for lulz, with it’s own unique bugs. Tho given the quality of patch implementation I’m almost happy.
Guys, I came here for GvG. I can’t GvG cuz it’s 7 am and 2 FPS. Hell, I play 5x5 on Arena where there is literally nothing on the map, and I still avg. of 10 FPS… And then there are lags, and post-cc positioning bugs. I’m tired of trying to hit ppl who are not even there. This is not a game. My guildmates returned to look into TBL and GvG and walked away again because of how disgusting they are.
I honestly want to play your game. But your game won’t let me! Please, do something! And right now, tell us what is it you are doing.
I sincerely hope that the weekly developer Q&A address questions such as these rather than other problems which many of us are not even asking for. The Q&A just seems getting shorter and shorter with the less important questions answered than the real important ones.
Can we have this week’s Q&A just entirely dedicated to the game’s optimization issues? IMC you can lump the server issues along with it too like the recent instance exceeds too.
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Just imagine you play turn-based strategy. Not a bug but feature. Will be improved.
Still waiting for something to happen…
Bump. Every bug they fix they create another 3 and the FPS problems gets worse every maintenance.
Rank 8 hype is real, but, what about the underlying issues? Adding more content is great, of course, but it’s like spending $100 on wrapping paper for a $1 gift. Core issues need to be addressed and FPS is at the top of the list along with countless neglected bugs and issues. We need word on this.
IMC software engineers don’t even have basic knowledge of data structures imo. I bet some of the tech-savvy forumers around here can actually do better than IMC.
Let’s push this hard.
Bump! Let’s keep tagging the staff so we can at least have an answer/have this included in the Q&A @STAFF_Max @STAFF_John @STAFF_Ethan @STAFF_Ines @STAFF_Amy
Aion had such a position update system and it was absolutely horrible for melee classes because of server delay. If you see a person in Aion running you’ll see his position where this person was half a second ago. Especially if you had 100~200+ ping it was quite stupid and unfair for melee classes.
Also, TOS does not fully update player positions all the time. In party play it happens quite often that on my screen party members get stuck on terrain and their character model stays behind, due to the position not getting updated properly, while in reality they are right next to me, i just can’t see them.
If bot spam is the problem that’s causing the server lag, one solition would be to have all the cities on a completely different zone server, so the server that has to deal with bot spam is independent from the servers for the field/dungeon/pvp maps
.
That being said : does TOS even have a RO-like auto-silence if you spam messages too fast? In RO you got chat-silenced for 1, 2, 5, 30, 60, etc minutes if you spam messages too fast in public chat, the duration would go up the more often you try to spam. Or can bots bombard the server thousands of messages per second without the server doing anything about it?
I think even if they were to undergo a 1 month maintenance to fix this issue, so be it.
There is still hope for this game. I have many friends that stopped playing just because of fps issues. They would gladly come back if the issues were solved.
Better late than never.
I’ve learned to accept a lot of this game’s issues, just not the FPS drop. This game would have been near perfect for me like RO was if not for the optimization issues.
Tree of Savior doesn’t deserve to die like this. Change your engine once and for all.
You mean optimizing the current engine or switching to a newer/better engine? Reprogramming the game on a better/modern engine would probably take a long time, maybe a year or even longer.
I wonder though :
I never played Granado Espada, but did Granado Espada have similar FPS issues with 10~30+ people on screen, like TOS? TOS uses the same engine as Granado Espada, Both are MMORPGs and if Granado Espada did not have such FPS issues but TOS does then i really wonder what went wrong with TOS using the same engine.
Coding, graphic optimization, etc.
I went on a random TBL, and a dude spammed a single word, made the entire party crash, what does it tell you.
There is a slight difference in what we’re talking about though. Ask a friend or guildmate to stand beside you and just repeatedly and rapidly move left and right, back and forth, as quickly as they can. You’ll see them rapidly moving back and forth as fast as they can press the buttons because we are receiving those position updates from the server.
What you referenced about the player position not always updating when a player gets “stuck” is a actually a bug that happens on occasion (I see this issue almost daily in Storage grinds near the half-open gate in the Eastern corner of the map for instance).
Every time a player changes direction, stops, performs an action, etc are all updates our client gets from the server (if it were a peer connection we’d have had many more exploits by now). Get 30 people on the screen at once all being updated and performing actions… and yeah.
Now I’m not sure if our client just gets updates every time a player performs an action or if the client gets periodic updates from the server (say, 10 times per second to “check-in” with the client). But in either instance replacing some packets with calculations could help reduce the strain on our client from their poor netcode.
Depending on how sophisticated the programmer is we may not even notice a drop for even melee classes. As this would be optional not every user would have to run it either. One thing for certain though is that 1 frame per second, or even 2-4 frames per second, makes the player miss out on so much more than even a position hiccup by a false prediction made client side which would result in a fraction of a second’s worth of inaccuracy (calculating 5/10 packets per second would still leave 5 server updates a second for example). If they are really snazzy they could have a sister process run as a dependency on TOS and let the calculations be ran on a separate core without having to even alter the engine. Kind of like how GameGuard etc runs as a separate process that’s tied to the game when you load it.
Hiring a programmer to do this would be steep though so I don’t see this as a viable third-party solution. It could be if IMC steps in and offers a setting that does this, but, I also don’t see this level of commitment from them on the matter. I have a feeling we’d need more than just that one idea though to really get some progress. Like adding a chat option to disable shouts (which actually blocks all shout packets from reaching your client while the option is ticked, unlike now where you can only disable the ticker and toggle the display of shouts which still lag you as they are still received by the client).
I wonder what IMC will do though? At this point I’m worried they won’t do anything at all.
