Tree of Savior Forum

What you think that game need to be better?

What you think this game needs to be better?


  • First less people who whine about the game (this class is OP blah blah)

  • More cooperative/teamplay (dungeon/minigames)

  • Maybe a manual crafting system like Jacksmith flash game (quality of weapons may vary, depends on how you craft)

  • @0:58 When a player sees a spirit in Legend of Mana, players may obtain gold or and silver coins which can be use to enchant weapons and armor (elementals/bonus stats/special abilities) when you catch it. Maybe ToS can do the same, IMC decides that part.

PS: But all I want now is for IMC to fix the bugs and crash before iToS comes, I have my faith on IMC, so please dont screw this up :sparkles:

I just want to see better version of current implemented system. Better GvG system with some rewards, better card game system ( no one interested to play it now), better world map (not just flat square, more hidden dungeon, floating island, underworld map, undersea dungeon), better auto attack mechanic (magic/phy AA based on weapon, not class), more class diversity (magic swordman/archer, phy wiz xD), more storyline!, different costume for each rank (c1,c2,c3), raid boss system instead of current world boss system (SAO tower please)
I dont know why people keep suggesting thing from other games? Much better suggest something new and fresh :stuck_out_tongue:

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I would really love a crafting system like Gunnr imagined, but i do think that kind of crafting is kind overused, a few games have it, i would like to see something new.

If you could melt two weapons together, two greatswords, and select the buffs you want for each of 'em, in the end, both are gone and you have a new item, with stats that you pick, letting players have the weapons they want by crafting instead of waiting for them to drop.

Would be nice if you could change the appearence, the item model, like in D3.

Release tomorrow
20 caracteres

I still think a major rework of the damage/defence formula needs to happen. Also skill point investement should be far stronger than it currently is.
Defence for example is useless when you gain 35 with a maxed out skill but late game mobs hits you for 5k, clearly that 35 damage mitigation is going to change everything! No you wasted 15 points that’s all.

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I love the need to stay in group that most of us had on old games, so anything that encourages this kind of experience is welcome to me (as long as it’s not just more exp for just joining a party)

I mean, i like partying up, but i enjoy it to the maximum when it is mandatory in order to progress.
I don’t really like dungeons tho, it feels a little part of the experience, not to mention repeating them, which just makes it easier and easier (boring to me).

So well, here goes my fantasy.

I would love if there was enough difficulty ingame to force me to say:
“Yeah, i’m a pretty good DPS, but i really can’t outdamage the enemies anymore, I need so stay in a group if I want to progress.”

Please allow me to go further.
I was playing this game, Gems of War, it’s really silly, Candy Crush kind of game, but more like Puzzle Quest (a game that i loved on the PSX).
So this is the thing, in that game, Gems of War, you can set your own difficulty settings, normal, hard, hard+1~hard+5.

With increased difficulty, the enemies have a boost on their stats and AI. Later on the game the enemies just have an UNFAIR amount of damage AND health, making any mistake or bad luck a complete disaster.

You can call me a masochistic, but i love getting my ass whooped on PvE, it makes me improve, makes me play smarter, makes me think “How can i do it better?”.

So, with that thing explained, here is my thing:

I would love to “pick” a proper difficulty, having my stats drastically decreased (or monsters’ stats equally increased), or imposing really hard rules, like 1 hit KO or maybe something not that extreme, i don’t know.
In exchange, I could have an increased experience acquisition, drop chance, or special currency.

I know that such system could easily be exploitable, because it’s something i haven’t put a lot of thought into, but let’s dream together for a little bit.
We could have a “hard” or “hard+1~5” (what ever) channel for every server. There, monsters could have +25/50/100/200/300% increased stats, and an increased drop chance, or experience gain, or drop said special currency for vanity items or whatever.
Deaths could also be hardly punished on hard channels.

What i expect from this kind of experience is not a bunch of casuals complaining on chat about how unfair it is, but instead, meet groups of people on common channels (or guild members) and venture together into a more extreme kind of adventure.
-Extreme enough to have to cooperate and play smart in order to beat a boss or just grind without dying contantly.
-Extreme enough to easily die from a single hit if you are just a DPS.
-Extreme enough to go hunting with your eyes open, eager for the next move or paying close attention to the next projectile that you really need to avoid.

Damn, i don’t really need increased drop or experience, i would really just enjoy being weak from the start while actually trying my best to progress.

…

However, i know how the market work for MMOs, casuals are more important public and allow for a more profitable business system, that’s why i said that i was only dreaming.

But hey, i would love to know if there are other masochistic people out there who would enjoy hard and rewarding settings.

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I have no idea why IMC can’t understand this. They aren’t stopping people from buying things, they have just changed the purchases from currency and items to complete characters. And making the game worse for everyone else not buying such things.

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all i hope to see is if they would re create or at least do something like the legendary WoE style of Rangarok, since the creator are the same, i hope they could even make it better in TOS, twice a week. it will surely be the thing in TOS

I disagree. Although the creators are the same, something theyre really trying is to stay away from ROs shadow and the “Spiritual Successor” thing.

To make things worse, people keep suggesting that things that were in RO should be brought over to ToS (instead of new/original ones). That would only make ToS lose tis indentity.

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Or grand espeda or w/e its called.

@FojuKaisiepo
And i don’t see a point in a WoE system the guild towers serve as our castle equivalent so it seems like a woe style mode would be redundant.

I get that… Most games reward the inverse… Make small amounts of stats worth a lot. Effectively adding soft caps to everything, pulling everyone closer to middle of the road. Or go full diablo with functions that make every stat point add the same effective HP. I don’t personally like that. I think it’s hand holding and I don’t find it compelling. And I think that’s why you see many modern games, especially American made games that are focused on casual audiences just not bother with stats. Cause there are too many people that f’ them up and regardless of how you build them not find them interesting. The way you’re talking about with linear functions just half fixes the false choices by reducing the impact of choices. You can always fix it mid level cause that’s how little stats mater when you focus them.

Personally though… rather then inflating the value of low stats and taking a step to homogenize gameplay for defense. I’d sooner throw a stat respec scroll at the players around 240. By then the player is going to have heard or read how to do it right for whatever they’re trying to build. So even if they weren’t interested in theorycrafting it themselves they’ill still get what they want and I wouldn’t have to reduce the impact of stats to do it.

Addition:
The defense system we have now… I get to create mobs that do very low dmg to a tank build but would be a threat to a DPS build. And I get to make it cross class because it’s stat based and not based on a specific abilities. You do % based it’s less impact because you’re going to have to make that % reduction reduce itself every level the character gets so it doesn’t get out of hand. And that WoW system doesn’t work smoothly. And that’s why you see WoW redoing it’s stat system every major expansion. There is a grand fiasco every expansion I played on that game because the stat system had to be adjusted every time they raised the level cap. Until I assume by now they decided to get rid of that % garbage. Or I assume they use linear gear progression with exponential outputs to make up for their f’ed up system. And just confuse the f’ out of everyone without a understanding of college level math.

tl;dr; Raspy rants too much about math.

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Recreational minigames (Look at RuneScape)

Different progression paths. One that is not centered around combat.

Also, what @Gunnr suggested on Crafting. It’s one of the main reasons I like RuneScape so much.

  • Increases boss different mechanics and variables
  • Boss with auto attack (high, medium and low speed depending on the size of the boss)
  • Agressive field bosses
  • beserk on bosses with low HP (more 50 % damage for example)
  • stop having the same bosses, create history for them (only field bosses)

For now only. Please apologize for my English, I used google translator and I know that the text should are very difficult to understand. Apologies in advance and thank you for your patience in trying to read ^^

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  1. Silver and item transfer for chars on same acount without penaltys. (meaning not losing potential on the process)
  2. Removal of ALL penaltys afecting the fight vs higher lvl monsters. (this is a must)
  3. A cap for equipment upgrades, i liked when it was meant to be 15.
  4. Removing penaltys for removing gems and make them tradeable. (since its basically a waste to invest upgrades or gems on anything that isnt your last gears, this will mitigate that and make gems a more important part of your gears/character development)
  5. Some fixes on basic gem bonus. (theres no usefull gem for offhand on magic users for example)

google translate did a good job lol

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Thank you ! haha
Google translator make life easier for many people. I am learning a lot

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By Odin’s beard, that would be a great add to the game.

Have you ever played Bastion? It has a similar system, by activating idols of gods, the game get’s harder, each idol gives a bonus to the enemies, slow effect to the player on hit, more health, speed, more armor, etc. But based on the chosen deity, a smith god would increase armor to the monsters for exemple.

Something like that could be implemented with the history as well, giving some background to the dungeons, maybe telling about the personality of the goddesses, or when you beat a dungeon with all the shrines activated you get an achievment or title, the ideia of getting a super buffed item doesn’t quite seem right.

Damn, now i’m thinking about a ton of stuff that would be nice to add in a system like that.
:grin:

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Highly disagree on the music. It’s amazing & fresh and most importantly fits the theme of the game very nicely. A well deserved break from all the ominous latin chanting in most MMOs these days.

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