Tree of Savior Forum

What you think that game need to be better?

so i want to ask guys what you think TOS need to be more better?

i think TOS need one map for pvp for everyone (i mean big pvp room but no limitplayers(maybe max 50) its can be very nice

i played at beta2 and i real like the bosss there many bosss but i think need make the bosss more strong(beta2)( i mean the quest bosss)
and more hard DUNs (hard)

if you play ragnarok online you sure know Endless Tower
in TOS many bosss why no make DUN like ET with all the bosss(but more strong and hard)
we can real enjoy if be dun like that at TOS

and i think need job quests need to be more hard then now(beta2)., (but its ok)

i think its all i want be in the game(the pvp and the bosss)
and dun like et

so i want to ask what you think TOS need to be more better?
share its i will read all :wink:

Read the patch notes

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where i can read its ?:slight_smile:

Which should be implemented to replace current messy GvG system.

Granted. Now ppl are starting to complain over Earth Tower being too hard (even impossible) and there are some new tough bosses at higher level maps. Even some regular monsters can kill you in 2-3 shots.

No need. The current system is fine. I bet you haven’t even tried playing all 50+ classes to judge.

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In the Ktos thread @Gwenyth posts translations frequently there.

maybe you have video of earth tower i search at youtube and no found?

  • Interesting and diverse boss mechanics.

I was watching steparu play MxM. Specifically a boss fight compilation and all the while I was thinking… These boss mechanics are really cool and varied. The lights out boss for instance I thought was decently original. And I think we could use some of these cool types of mechanics for boss fights in ToS. Maybe they’re in there already with the Earth Tower bosses I don’t know yet.

I know we saw a hint of what will eventually come with Bramble. Kind of a sloppy little big buggy hint but we know it’s on their mind at least. Cool unique boss mechanics. I think IMC just needs a bit of practice, maybe get their engineers to put together a really good developer tool set just for making boss mechanics. But I think it’s the one thing that we’re really missing hard.

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Every complain you have said has been taken care of since the cbt2, so don’t worry.

I’ve seen a lot of threads about this (game flaws) - and I’m not complaining that you opened a new one… I guess these topics keep the hype and expectations growing. You should check those posts too.

I have to add… From the videos I’ve seen, something I don’t like is that I haven’t seen any “really dangerous enemies” in the maps. Well round parties just tour a map killing and killing with little problem. I miss that feeling of “danger” I’ve felt with, for example, Ragnarok. Careful leveling and paying attention just in case that mimic or rideword shows up and bite my a$$ lol

I would kind of like to see World Bosses fulfilling this role. Or perhaps if they add different bosses under a new category of Random Mini-World Bosses (so the current World Boss system doesn’t necessarily have to change if they don’t want to change it), that are uber strong, but potentially soloable by a max level, give drops on-par with World Bosses, and spawn unpredictably so they can’t be camped. Randomly running into a Random Mini-World Boss would add a significant level of danger :wink:

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I said these before but:
-I want to see dungeons where I have to use jump and maybe other things… traps/lava etc.
-I want puzzles in dungeons.
-I want some professions so I can engage and progress in something more on the same character not just on different ones.
-I want to see some more complex boss fights too. ( @Raspy I think the devs should play some Monster Hunter too… X) )
-I’m open to any good features… like the sea stuff suggestion…

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More mini games! Some like Mario Party maybe? Card games for fun instead of having to lose a card. Social events of some kinda (and I don’t mean with facebook). Contests among players besides arena.

Stuff players can create including sheet music to play on musical instruments. Guild and Team housing that can be decorated and visited. Pets that can be customized with various monster parts instead of just a monster clone.

More cute animations that can be used by the player. I want to be able to use the animations from the bar at character creation. More animated npcs in towns that do more than just stand.

The bar from character creation with that bartender!

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The possibility of transfering silver and items to your characters like any other mmo ? Lol, they want to encourage you to have multiple chars but they also want to make it super hard and annoying for your to do so, lol

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Brief ideas, open for discussion:

  1. focus more on field hunting leveling method instead of dungeon runs
  1. double or further increase the the exp gained from hunting field monsters
  2. increase the difficulty of field monsters (and try to mix those different difficulty monsters together)
  3. increase exp gain range and reduce damage penalty when killing high level monsters, so you can kill higher level monsters
  1. Suggest to change Boss(especially dungeon and field ones) attack behaviors
  1. make boss auto attack when it’s not casting skills
  2. make boss be aggressive to the first hit person, it can change target to the new first hit person after it caste skills - - in this way, tanker will be something valuable

i’m not a fan for dungeon and instance based games, so i’m totally fine if you disagree with my ideas cuz you have a different play style.

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A Mario Party type game where your class can affect how you play on the board?

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That can’t be the only change.Maybe different special effects when moving or something;nothing to tip the scales for any class,just for show.

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I agree. I feel most games that don’t have account based stashes and currencies seem very outdated. However, changing systems from character to account base is very difficult. Unfortunately. It’s always wonderful to have your time slightly transfer over.

What ToS need is a better Crafting system, IMO. For me, the more detailed, complex and boring, the better.

However, Im aware not everyone shares the same sentiment with me, so a more simple system would be necessary. Something with less brainstorming involved.

An example could be, 3 material gathering skills (Herbalism/Woodcutting, Mining and Skinning) and 5 production skills, like Weaponsmithing (for a variety of weapons in general), Jewelcrafting (for rings, necklaces, etc.), Armorsmithing (for Plate armor, Shields), Tailoring (for Cloth armor, Armbands?), Leatherwork (for… dun-dun-dun! Leather armor. lol). One would also need recipe sheets, the very same way we have already.

“B-but Gunnr-chan! I dun like or wanna crafting shiit! I want muh instant dropz! >~<”

How to balance that? Idk. lol Perhaps, a solution would be having dungeons drop the items, with a very low drop chance, but also dropping recipe sheets, with a much increased chance (like 1% chance item drop vs. 25% chance recipe sheet).

EDIT: Also, a review of what materials are needed to craft things in the current system wouldnt be a bad idea. For example, it still baffles me that we need feathers to craft a Greatsword. lol

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