Tree of Savior Forum

Xan's "Fix-It" List

A big one here!

###Almost all items should be able to be stored in Team Storage:

  • ALL materials, even ones bought or traded already, unless they started out untradeable (ie. quest reward materials) should be able to be stored in the team storage.

  • ALL equipment that does not start out as untradeable (ie. quest rewards, select crafted gear, and Lolopanther gear) should be able to be stored in the team storage, regardless of potential.

  • Gems should be able to be stored in the team storage.

  • Cards should be able to be stored in the team storage.

###Items that absolutely should remain untradeable through the team storage:

(This section is a bit redundant but while suggesting what items should be tradeable between characters using the team storage it might be worth noting the items that absolutely shouldn’t be)

  • Experience Cards

Despite a lot of people wanting them to be, heck, myself included, experience cards should never be able to be traded between characters; it’s simply too easy to abuse.

  • Lolopanther equipment

Despite still having to level a character, put in the effort and farm the gear, I feel like if this gear is ever tradeable between characters everyone will be expected to have a max level cookie cutter built PvE character. You should have to farm the gear on the character that is going to wear it.

3 Likes

Another suggestion!

  • More frequent (nightly) maintenances with much shorter durations. Like a quick server restart. 15 minute maintenance every night at like 2AM EST or something.

This will greatly improve the lag issues that develope between maintenance and cut down on server congestion. And you can still have your weekly 5-6 hour patch maintenances.

And another!

  • Occasionally when Cataphracts are dismounted suddenly, typically on death or when resting before dismounting, they and their pet bug out and do not work correctly until changing channels or swapping maps. This is especially frustrating in dungeons. Please fix this.

Note: I’m unsure but the same may occur for Schwarzer Reiters.

1 Like

Bots can re-connect in milliseconds, which is why Balmung server on FFXIV is always full, even a minute after maintenance ends.

You’re right, but we’re proven on a weekly-ish basis, that maintenance fixes the lag of these servers for a day or two.

It’s hard to say if it’s congestion from bots and players or if there is a hardware issue or even some sort of memory leak, similar to what happens to our own computers when we have the same program open for an extended period of time.

Regardless the issue, I don’t think you can deny that the lag is fixed for about 24-48 hours after each maintenance, and slowly worsens over time.

Minor Suggestion/Fix:

  • The portal to Sunset Flag Forest from Kvailas Forest is incorrectly named ‘Battered Flag Forest’
1 Like

Another:

  • Add a Magic Association NPC and a Wings of Vibora NPC to Fedimian.

One of the primary reasons high level characters go to Klaipeda and Orsha is for these NPCs and to be bombarded with gold spammers and whatnot just to get to these NPCs is tedious. Plus convenience.

1 Like

wow this guy

Two more:

  • When earning a boss cube, the cube should go directly to your inventory instead of having to be picked up off the ground.

It’s rare that this matters but occasionally I’ve both seen people and been one of the people who don’t get their cube either because of dying as the last boss dies and not being able to run back to the boss in time, or simply absent-mindedly running past.

  • Increase the base Team Storage size from 1 slot to 10 slots.

This is a “fix” that isn’t necessary per se, nor do I complain about having such limited team storage space any more personally, HOWEVER, every new player who opens the team storage is immediately disgusted/horrified/laughs at the single slot. I realize it is expandable via silver and/or collections, making it more bearable, but the problem is that you’re giving new players who open their team storage for the first time a terrible impression. Something so small and silly as this is turning players away from your game. 10 slots is still very limited but also fair and not ridiculous.

1 Like

There are several topics about this, but the main argument against it is that it will reward players who afk through dungeons. I have seen people not get their cubes as well, so there needs to be a solution that will not penalize players for dieing at the last second, but will also not reward someone who AFKs through the entire run.

I could not agree with this more. It was incredibly annoying to initially look at my team storage and only see 1 slot. Making it initially 10 slots would be much better.

I feel like a simple solution would be having to hit the boss once? I mean you can argue that clerics are healers but… But once? Do SOME damage to the boss and earn the cube. Granted that doesn’t necessarily fix the semi-afk players but nothing will. That’s already an issue and always will be regardless of the system. So dealing 1 single point of damage to be granted your cube is probably fine?

That would probably suffice. As a main Cleric I would be OK with having to hit a boss once to get a cube (I don’t think I’ve ever fought a boss I didn’t hit at least once).

I wouldn’t call it an “optimal” solution, because a full-support character shouldn’t be forced to DPS, but I honestly can’t think of a better solution - unless IMC can detect your “contribution” to the boss fight (heals, buffs, tanks, etc.) and not just damage.

1 Like

I actually think this is fine the way it is, there are collection boxes to extend your team storage by two spaces and you’re able to pay silver to expand your team storage.

1 Like

I somewhat agree with you, but I think it’s more so because I’ve become accustomed to it. Myself, my friends, and guild mates and other players I’ve seen in shout chat are all literally disgusted the first time they open their team storage, especially that early, assuming you don’t know it’s somewhat easily expandable through collections.

You weren’t immediately turned off the first time you opened yours and saw a single slot?

Is the change necessary? Not overly, but I also don’t think it would hurt anything and would give a much better first impression.

Another:

  • Consider changing the error message “Please check later Mission Instance Excess Count” to something along the lines of “The Dungeon Servers are full. Please try again shortly.”

Although this message has been this way for some time, due to a vague message and/or poor translation people still think this is a bug. A better error message would clear up quite a bit of confusion and frustration, especially for people experiencing this error for the first time.

1 Like

More:

  • Consider adding maps to the mission dungeons

It would help newer players especially, though even as a veteran I would greatly appreciate being able to see a large map of the area.

  • The Poison Pot menu for the Wugushi class still needs a description in the help menu.

Like when you mouse over the ‘?’ on the Poison Pot page instead of getting help/tips it says “Need To Write”

Another:

  • Consider reducing the price of EXP tomes from 9 to 6.

It seems not many players buy the EXP tomes, due to low duration and relatively minimal gain. This will likely encourage many many more tome sales, while ensuring the player must have at least 1 bought TP. You profit, we profit! ;D

1 Like

Another, with disclaimer:

I know a couple posts above I suggested that almost every item we obtain should be able to be stored in the Team Storage. Where as my opinion on the matter has not changed, I would like to highly recommend the following change.

  • Golden Anvils should be able to be stored in the Team Storage.

It’s mildly upsetting that if someone who enjoys alts while still having a very clear main gets a couple Golden Anvils on alternate characters they’re near-useless. They still have an insanely low drop rate and we managed to get some. We should be able to use them on any character we wish.

1 Like

Very important suggestion on class changes:

This suggestion is something I would hope or imagine the development team already realizes, however with the large amount of “My class sucks, buff it.” posts I would simply like to make a suggestion on HOW to implement class changes.

  • When buffing or nurfing a class, do so insanely slowly. Buff it very slightly by reducing cooldowns by 10-20%, or increasing the damage output of key abilities by 5-10%, or so on. Never implement a large drastic change to a single class or tree all at once. Do it slowly over time and see how it goes, reverting if needed.

Again, I really don’t think this suggestion NEEDS to be said, and it’s a bit of an indirect suggestion, unlike the rest of my posts in this thread, I’m just rather worried the large amount of negative feedback about primarily the Swordsman class is going to result in them becoming broken.

Swordsman have a naturally high amount of health to counter the fact that they do (and should do) less damage than other classes.

Swordsman also tend to scale the best to gear, meaning for all we know, when in fully upgraded and gemmed best in slot gear, Swordsman honestly could potentially be the best dps class, built correctly.

My point, again, is that we don’t really know how strong or weak classes even are at the moment and buffing them too much due to current progress could very seriously destroy balance even further down the road.

###NOTE/DISCLAIMER:

I am in no way suggesting that the swordsman class doesn’t need some sort of love. Their health, though helpful, doesn’t exactly counter the natural disadvantage of being a melee class or their relatively low damage output compared to that of ranged classes, in current gear/content/whatever. I agree with most people that certain Swordsman trees need a buff, I just think it should be done slowly over time.

So I wasn’t going to do this, not even sure it works, but this list is getting so big I figure why not;

@STAFF_John
@STAFF_Ines
@STAFF_Ethan
@STAFF_Max

Should I continue this list? :stuck_out_tongue: