Tree of Savior Forum

WORLD BOSS CUBES - Drop Allocation based on threat (poll included)

@STAFF_Ethan @Staff_Julie @STAFF_John

Lets invite these guys to the discussion shall we?

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xD

If everyone keeps pulling them into every conversation they’re going to stop listening ><

EDIT: But if you do come, please rebalance swordsmen (esp. barbs) :grin:

That’s their job. :^)

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Id be satisfied with this. If you participate you deserve a reward. Whether its everyone getting drops and them being non trade, or it remaining on a limited system but instead moved to random. Not everyone makes dps race builds, nor should they have to just to be able to get equipment for their character. How does that even seem logical?

I know this will get the standard “down the filthy casual” replies, however Im far from casual. I personally am PvP oriented, and given the nature of the game that means i typically have to run builds that are much more tanky than the PvE glass meta. PvP and PvE gear is not seperated so don’t use being a PvP build as an excuse as to why someone does not deserve the drops just as much as anyone else that participates in the fights.

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Like I said the just random the world boss spawn time then they will not go wait forever.

My Sorc has no issue getting cards but I went Pyro C3, and put out a crap ton of damage at the same time my summon hits.
1 cube per week is straight out asinine, especially when the cards themselves are rng, so now once a week you have a chance to get a card from the cube? Are you hearing yourself, you just bottlenecked these professions harder arbitrarily.

Plenty of games have Open world bosses, I’ll cite FFXIV again.
Hunts were big and you’d have guilds (Free companies) and Linkshells (personalized chat groups) working together to keep the hunts for themselves, however there are a lot of hunt enemies, and more people could be rewarded then currently (you could still end up with nothing if you were too slow to join). In addition what qualified as participation had bigger parameters then here, but that’s because all actions generate Threat in FFXIV which is not the case here (which is why OP’s system doesn’t work to well). Healing allies generates threat which means Healers got contribution, Damage generated threat as well everyone who met sufficient participation got something out of it (although rewards scaled based on how much you participated).

So the differences to here are

  1. A lot more bosses (this also meant that even though Guilds were trying to hold a monopoly, there were enough that others could find something).

  2. Some of the rewards were globalized (a point system), so except for specific boss specific things you could go trade in your points eventually even though some bosses were worth more points, so even people who contributed less would eventually get something but it took much more time

  3. Their “cap” on rewards was thousands/hundreds of points and that was a global cap that was shared with other systems which meant that Boss killing was merely an alternative way of getting those reward points. Not one per week.

  4. There were Dungeons, Raids, Gold Saucer (think Card battles but a lot more different activities, and better polished games), among other things so players have a lot of other activities occupying their time which meant not everyone was trying to go for the same bosses anyways.

FFXIV is an older more polished game so it was bound be ahead in certain aspects. ToS still has a lot of polishing to do and a once a week limit is a terrible bandaid.

Basically when ToS starts putting out more content it will divide the playerbase when it comes to field bosses. Even for Ragnarok Online while obviously some cards were desired far more than others, there were also a lot of places to get cards some of which interested people more and as such you didn’t have them all going for the same thing concurrently.

A lot of people Rush Dullahan/TS/Cerberus but Kubas often isn’t rushed to the same extent, throw out a couple more bosses and it’ll drive down the traffic on Dullahan/TS/Cerberus which allows more people to compete for them its just logistics.

A once a week draw just reduces the amount of items available in the market causing enhanced rarity on items with low drop rates to begin with increasing the power of those who have already benefited and encouraging RMT to get items driven up in price as a result of less supply.

U could make a coin system ;D besides the box every WB drops for everyone some coins if u accumulate enought u could trade in them for any box …
Its maybe a pretty soft system for this hardcore game but this could be something :wink:
And well as long the item diversity is not there some bosses u will rarly see…
Even in Ro some stuff was just 24/7 camped if possible. Especially the ones u could manage with 1-2 people

Ill concede that maybe a weekly cap isn’t the way to go but what about a daily cap per boss. People would still be able to get a boss cube from every world boss once a day without camping a single boss and permanently denying low level or support players that don’t have super high dps friends.
Edit i would also like to point out i wanted a weekly cap only on bosses massively under a players level. Same for the daily cap if you are the right level for a world boss go farm at it and camp away.

Alternatively i would love a system of points where the loot drops can stay the same but if you participate in say 5 fights against the same boss you are guaranteed a cube maybe with lower chance at rares from it. So even if you cant top dps every so often people would still get loot for participating.

Or even better i would love if they could implement something like Guild wars 2 or FF14 world bosses but lets face it IMC isn’t exactly the best at fixing or implementing things so i was trying to think of a simple solution that they could add somewhat easily.

Well i think most people want a competition around bosses …
A Real Value in snatching them and monopolize the market with their rare drops …
If u want to make them for the mass the instanced route and safe them from stealing / outdpsing is the way to go.
But thats the point should everyone at any time could start his WB event and get his stuff or should it be a lot of work /effort.
I mean in exchange u get somehow a better feeling for finally getting ur rare wb stuff somehow as in a game where u are guarenteed to get it.

I agree with you… I prefer it when you can monopolise it and when this stuff is harder to get, BUT it’s easy to say that until you need something that some @sshole is hoarding and refuses to share, so I agree with these guys too :yum:

Well you get ‘world boss builds’ and ‘earth tower builds’ which can ruin the fun of the game for casual players.
Having to be stuck fixed on a predetermined set of builds to achieve something in the game takes a lot of fun out of it.
Of course most of us can ignore ‘earth tower builds’ when we have friends to play with.
But ‘world boss builds’ aren’t something that you can simply ignore because with the current system they’ll monopolize the world bosses considering you’re competing with a whole server.

But hey - imperfections is what makes reality.

This does not help for full Support Wizards at all, who buff and debuff for the groups. They have no damage that would even make it onto the “threat” meter to get a cube. Extremely flawed.

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Well i m a wiz 3 / ele 3 / Rc sooo ok im into these category who still can get a cube solo …
I m still think that a proper grp with healer / support / tank / 2 dds and synergies should be the best wb grp …
And i would be pretty sad if a 5 DD ego company can beat it . :stuck_out_tongue:
mfg
Majin

Edit: Btw i dont know if i like the idea but u could introduce a Ego button so if u have it aktive ur heals / debuffs / buffs / cc affect only the party and other can’t profit from these …
Dont think its the best idea but this will give support / heal / debuffs / buff classes a lot more value if they want it.

An issue not many people are talking about is the timers on the bosses. There is so much competition because all you have to do is track a timer, teleport to the map before it spawns, put as much dps into a bugged/standstill boss and return straight to grinding/farming/afk in under 5-10mins. If the timers were randomised even slightly you would not be getting the high level players who came for that quick cube just because they can. It would reduce the amount of people at the bosses since no one knows when it will spawn, and would be favoured towards those who are actively hunting bosses.

Other than that, like people said you could give everyone a cube and make the equipment untradeable or you could give tiers of rewards based on participation. I guess the other issue is that outside of ET gear, some of the WB drops are the strongest items you can get. If there were alternative ways to acquire similarly strong gear, maybe not everyone would be fighting against each other for the cubes.

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I’m by no means a casual MMORPG player (actually quite the contrary), however i’m completely against the “casuals are crying, stop crying casuals, only best players should get rewards”-mentality. I think big monsters like world bosses should drop cubes for every player who participated in the battle, which means:
-all dps players
-all healers who healed any player during the fight
-all support classes who buffed or debuffed targets during the fight

I think the “only the best players should get rewards”-mentality is completely against what MMORPGs are about:
“The best players get the rewards” by no means encourages teamplay, it does not encourage playing with strangers, it does not encourage experimentation nor non-cookie cutter builds. Instead it encourages egoism, cold efficiency and rivalry.

Especially in a story setting like in TOS, should the heroes of in this world not be awarded for working together?

I think everyone who participates in any way during a world boss fight (dps, heal, support) should get 1 cube as reward.
There could be an additional cube for the best players, but that’s not that important, i think.

I think the most important part is that everyone should get a cube as long as they participated in the fight, regardless how “efficient” they were. As long as it’s fun, as long as everyone who wants can participate who cares that others also get cubes? Who knows, you might even make new friends during a world boss fight where teamplay, fun and equal rewards matter more than rivalry and efficiency.

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well i would support flexible times if they reduce them a bit so maybe
1-2h instead of 4h …

If me, il leave that “feeling” when the RNGesus blesses my cube else I find it pointless to be farmed if it only prioritize the few who monopoly it and disregarded the other dps contributors.

Yeah, yeah. Cry as much as possible, but if such weaklings as you will have to decide on what kind of game ToS shall be - the ToS would be ruined in days. Because you can’t put enough effords to actually compete for something, all that you are good at is crying on forums. Good luck with drowning in your tears, dear :kissing_heart:

Sorry to tell, but this is why constant-party and guilds are made for. So yes, people that was bored putting a lot of efford into something deserve to get it more than some random running by healer/dps/whoever.

In some games buffs and debuffs are considered quite a threat to monsters.