Tree of Savior Forum

WTF IMC? my patience------------------------------------>this game

Yes they did.

202020

I don’t dispute that the old days are gone. Nobody makes MMOs with the intention of creating a world anymore, so much focus and emphasis is upon the combat mechanics and skills that world design and most importantly social activity gets left by the lay by.

Honestly I think the massive amount of instancing that MMOs do today is the main reason “the old days” are gone. When 60% of the playerbase is removed from the world because they’re in various instances or channels you really limit that “world” feeling everyone used to get from the older games that don’t have instances.

ToS was never difficult last year. There were one or two maps that provided a small amount of challenge, 99% had no challenge. I think you’re mistaking the game being really slow to level up as being difficult. I’m talking about combat being difficult. So I think we’re talking about 2 different things here. Just about the only thing that used to be difficult were the infamous spiral arrow ambushes.

level 45
halfway

topkek. Level 96 is halfway to 99.

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Heh. I can’t argue with that. Halfway in terms of stat progression a better way to put it?

I guess.

To be fair, RO pre-rebirth, you were able to compete in PVP/WOE content by the time you were mid 80’s early 90’s…from there it was just a grinding slog for the sake of grinding.

RO was more of a gear thing than level thing.

EDIT: also stat progression was skewed to high levels as well. At level 45 you had a total of 372 stat points, whereas at 96(true halfway in experience) you had 1207 total stat points. Halfway in terms of stat progression in pre-re RO would be level 66, so not too far off.

Pretty much, particularly with old Toy Factor exp. 40-60 partied up is a really speedy section of growth.

I really wish I could figure out what it is that gets people to sit around at map entrances waiting for other people to make parties with. It’s a really unusual emergent player behavior that I can’t see a cause for. Not that I’m complaining about it, but I would have liked to see players engage in that behavior for tos, it’s hard to suggest what needs to change to cause that behavior though without figuring out a game-design reason for the behavior occurring in players.

I get the impression that base camps and refreshment tables in tos were designed with the express purpose of imitating this behavior. Especially give that buffing classes will often just sit at the map entrance in RO for players to return to to retrieve their buffs while wandering the map in a party. Really strikes me as someone staying home at basecamp.

I think the issue is generally that instances in tos remove such a large part of the playerbase from the world, and that the number of maps we have is huge. I’d be quite interested in seeing a comparison of the number of maps, I’m leaning towards the quality of RO’s world design being better than the quantity thrown at tos. Fewer maps with more focus on tying the world together and designing the maps as actual landscape rather than a series of islands connected by walkways/hallways would have been nice. Extra benefit of smaller quantity of maps is that players would run into each other more too.

Hindsight is 20/20 though. As I play through it again it’s very obvious what was basically lifted from RO and what has heavy inspirations, as well as what’s clear that it does better or tos has made mistakes with. I stand by the fact that tos’ main problem with people complaining of boredom is the complete lack of challenge though.

I’ve got so much to say about this topic and it’s kind of rare to get the chance with the “don’t compare to RO” mantra that usually pops up. Sorry, I know you didn’t really ask for the massive thought dump haha.

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I think that TOS tries too hard to tell the player where to go and what to do, whereas RO was more about showing. Here is this huge world and nothing is laid out for you, questing was more obscure and community driven.

Also RO was just more difficult and unforgiving, which may not have played well with TOS players but they did try with rank 8 content at least at the start. I really liked the feel of beginning rank 8, since it encouraged party play and mobs were legit tough to beat and hit like a truck.

Now it is all so homogenized and boring.

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All the new indie MMOS though are all going sandbox. Letting the players shape their world. There is only one korean title in these new generation MMORPG sandbox is Peria Chronicles.

By my understanding channels were intended to control player population vs mob spawn. These channels were key during a launch of a game where the newbie areas will have overpopulation. But it seems right now with less population the channels are just arbitrary band aid to save players playing on toasters from blue screen of death when they enter a city.

The 300+ mobs which each one was like a mini boss though made players realized they should work together. But many got mad at that design and IMC changed it.

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No. It works for games like DS where time can affect your gameplay and lead you to death if you’re not patient enough. You could need 50 years to reach max level in a MMO, the only thing which would be difficult is to reach the max level but it’s not what is making the game difficult, understand this.


In this case, be clear. But you’re not even refuting so.

This is why I called it semantics, I don’t want to have to quote the dictionary because it’s a useless conversation to have, but if I need to I will:

not easily or readily done; requiring much labour, skill, or planning to be performed successfully; hard:

This part of our discussion is semantics. Time is difficulty in this context, from what I gather you want difficulty that requires skill to overcome, which is unrelated to what I said and I don’t disagree, I want there to be more skill based parts in TOS.

The levelling process shouldn’t be a rushed process, it should be rewarding, fun, world building, and a learning experience. Rushing through it by allowing EXP that’s too high for your level from enemies is bad pacing for what should be a integral part of TOS and a source of good content. That’s why I called it “too easy.”

Prolly because we are used to…

  1. fast killing
  2. getting busier IRL
  3. Eazzzy(Easy and lazy) levelling
  4. Daily and limit restriction

ToS on other hand, provide you soo much convenient and therefore makes you lazy(yes lazy)
This sentiment and mindset will eventually result like “k, I’ll just finish this quickly so I can move”. :rofl:

Even from title, I am not sure if OP play for fun or for… something else

Anyways, They did mention that they have noticed blessing from pardoner is way too powerful and affect the game. So it definitely will be fixed.

I don’t want to because it’s useless but I’ll do it anyway. If you work with that kind of logic I understand why we disagree as you are doing nonsense. Still, the definition you’re quoting is not related to ToS “difficulty”, even what you quoted in bolder. Or, in this case, and again, you’re saying leveling is boring if you call it a labour :slight_smile:.

“Time is a part of difficulty in this context” fixed. Even if it doesn’t fix everything, at least it’s a good start.

It is related, if you don’t understand how it is related we can’t continue like that anymore. It’s an exemple to show you what people are saying about a game when they say it is difficult. A MMO player telling you the game is difficult because the leveling takes time might be the best joke.

But actually, you can rush lvl 330 with all kind of builds, it doesn’t require too much time right now. Defending so much how time make this game difficult is really funny anyway, because it doesn’t take too long in ToS.

Go to guards graveyard, lvl 50 map, high hp monsters give same EXP as lvl 150 monsters.

This conversation is becoming more and more ridiculous.

“Difficulty” literally, by definition of the English language, can be, and in this context, is time.

Difficulty:

not easily or readily done; requiring much labour, skill, or planning to be performed successfully; hard:

Labour:

work, especially hard physical work

Work:

activity involving mental or physical effort done in order to achieve a purpose or result.

Difficulty means requiring labour, labour means doing work, work means using mental or physical effort. Labour/work requires time to do of course, therefore, time=difficulty, it’s literally the definition. Difficulty and time don’t always or exclusively the mean the other, and I never said they did.

I never said it wasn’t boring, I told you stop jumping to conclusions once, don’t make me say it again. That’s why I said it should be better.

Because we’re having a semantical argument! How can you not get this, and be so condescending? It’s such a useless conversation to have, “In my friend group/country/language we DO use difficulty to describe the time it takes.”

I know? I never said otherwise, I’m saying it should be better, and further speeding the levelling process is taking away from what should be content.


I feel like I need to break down this conversation:

My vague, one sentence statement.

Argument over the semantics of calling difficulty time.

You make it clear you think I meant/said more than I did.

I say I didn’t address any of the issues you bring up other then the semantics and further distance myself from what you said to make it clear with this:

Yes/no back and forth.

I quote the dictionary, and at the end express a further opinion on levelling.

I talked about none of the issues you brought up. What are you trying argue with for? The only thing I said about the current levelling process was that it would make the game too easy, because given “my” definition of difficulty, I consider time a part of difficulty (which I never claimed was the entirety or should be the entirety) and that what I want it to be a better process and I don’t want the content to be rushed. I never talked about the merits of the levelling system that you keep bringing up. I never mentioned it until I said my wishlist, which is exactly that, a wishlist. You keep trying to argue with something I never said or talked about, you extrapolated too much from a vague one line response.

At this point I don’t even know what you’re doing. Time by definition can be difficulty, difficulty by definition can mean requiring much labour, labour by definition means work. Time is difficulty, I personally would describe the time it takes to do something as difficult, just like plenty of other people on the forums or in game. I’m explaining language, this is a useless, semantical argument.


You can respond on this thread so I don’t have to have the last word, but I really recommend a PM so we stop hijacking this thread.

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Players have preference over certain game mechanics they may find rewarding for themselves.

An example for me its that i dont like grinding. I hate it with all my soul. Farming its fine … but killing EXP/HP efficient monsters for hours is a nightmare. And i like ToS Instance and quest based leveling.

You are asking to get experience from monsters you CAN kill, thats grinding. Which its limited, so players can move to dungeons queues for a efficient EXP gain. In summary, you are asking for something that goes againts the game design.

You are playing ToS for a reason, but if you find the restriction to grinding bothersome then this game is not designed for you. The limit has also been widen since the initial release, allowing players to get normal experience from monsters 30 levels below or above, and with a curve down on experience until 50 levels difference.

This is the most detailed answer i can give you, and i hope you realize you are asking for something that is outside the desired design for this game.

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Ok, you’re right, so ToS is a time game (yes time is difficulty so you can use this word to describe ToS difficulty :slight_smile:) . End of this debate.

ps : I didn’t bother to read all, soz but when you’re going so far to explain the meaning of two simple words, it says everything about your comprehension.

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