Author Topic: Tree Of Savior (Project R1)Early access details  (Read 84246 times)

Offline Ryochan

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Tree Of Savior (Project R1)Early access details
« on: August 13, 2013, 06:56:29 PM »
This game was said to be the true successor to RO1, as it is being made by the original developer of RO.


Butt-load of info
http://steparu.com/previews/mmo-rpg-previews/1455-tree-of-savior-online-preview
CBT1 Breakdown: http://treeofsaviorgame.com/review/1197/ros-successor-tos-first-cbt-preview/#more-1197

Want to help translate? :D
http://treeofsaviorgame.com/news/1445/tos-english-otc-translation-repository-is-on-github/

Official FB, ENG Blog, and KR/Eng site
https://www.facebook.com/treeofsavior
http://blog.treeofsavior.com/en
http://tos.nexon.com
http://www.treeofsavior.com/

CBT1 Soundtrack: https://soundcloud.com/spadow/sets/tree-of-savior
Gstar 2013 trailer
[ame]http://www.youtube.com/watch?v=OrO7e4hQXVA[/ame]

Gstar 2014 trailer
[ame]http://www.youtube.com/watch?v=pjZCASDQZ-o[/ame]

CBT2 Trailer
[ame]http://www.youtube.com/watch?v=zi2Zs8k30Lk[/ame]

CBT 3 trailer
[ame]http://www.youtube.com/watch?v=pf52s_kNDiY[/ame]

OBT trailer
[ame]http://www.youtube.com/watch?v=sayYpOhqJXg[/ame]

(1st Q&A below)
Q&A 2: http://blog.treeofsavior.com/en/?p=63
Q&A 3: http://blog.treeofsavior.com/en/?p=104
Q&A 4: http://blog.treeofsavior.com/en/?p=115
Q&A 5: http://blog.treeofsavior.com/en/?p=151
Q&A 6: http://blog.treeofsavior.com/en/?p=172
Q&A 7: http://blog.treeofsavior.com/en/?p=180
Q&A 8: http://blog.treeofsavior.com/en/?p=202
Q&A 9: http://blog.treeofsavior.com/en/?p=213
Q&A 10: http://blog.treeofsavior.com/en/?p=221
Q&A 11: http://blog.treeofsavior.com/en/?p=227
Q&A 12: http://blog.treeofsavior.com/en/?p=236
Q&A 13: http://blog.treeofsavior.com/en/?p=243

Post-ToS Beta Q&A
CBT1:http://blog.treeofsavior.com/en/?p=270
CBT2:http://blog.treeofsavior.com/en/?p=395


Art Director's Words: http://blog.treeofsavior.com/en/?p=134
International CBT info: http://blog.treeofsavior.com/en/?p=284

1. Is this game an MMORPG?
   
    You can meet many users in fields and cities, and if you go to the same location at the same time, you go through the same events. [Sounds like it's talking about instance-based dungeons] Important scenario advancing scenes will temporarily isolate users so others don't get bothered, so that's why the game could have looked like an MO, but most of the field and dungeon has MMO mechanics.


2. Is this game keyboard play? You can't play with a mouse?

    TOS requires some action play. Timing, location, direction are very important. Z is attack, x is jump, and because it's difficult to follow the movement with the mouse, we decided not to use it. Currently testing if you can use a gaming pad.


3. Is the gender locked to my real gender?
[Korean websites require registration with a KSSN, which has all of your information, so by default they know your real gender.]

    No, you can choose freely.


4. What classes exist?

    When you first begin, you can choose between warrior, magician, archer, and priest. ... Each class has its own skills you can choose from ... If you start as wizard, you can go to pyromancer or cryomancer, or you can choose neither. [I'm not really understanding this next part. It's talking about a mechanic with circles, which is what the screenshot is showing. Somebody more fluent than me needs to clarify this...]


5. Are the maps zoned, or seamless?
[Remember RO maps were zoned, we had to go through portals] A method of zoning that we think suits the game.

6. How can you customize avatar?

    You can obtain appearance of different classes, or you can continue with appearance of your own class.There's also costumes that have nothing to do with your class. There are accessories you can wear on your heads , and as you can see weapons and shields are also displayed differently.



7. PVP?


    No random field PVP, but planning on tournaments. Can enter alone or in parties.


8. Is this game centered on quests?

    Many segments have quests, there also free quests separate from the main scenario. Depending on how players enjoy the game, there can be different methods. Your progress will be tracked on an adventure journal that would track your achievements


9. When does this game open?

    Hm. This is the question we hear most often. In Feb, we had FGT and updated our schedule on that. Aiming for the summer for the first CBT.

10. What are the specs?

    Still optimizing, but the aim is to be able to use it on an Ultrabook laptop.

« Last Edit: March 18, 2016, 05:44:57 PM by Ryochan »
iRO - Retired
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Ryochizan - Alchemist
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Rick James: "Cocain Tree Of Savior is a hell of a drug." *giggles*

Offline Toledo

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Re: Tree Of Savior (Project R1)
« Reply #1 on: August 13, 2013, 08:58:04 PM »
Wow, I was sure it was vaporware at this point.

>2d non-targeting MMORPG

non-targetig? What?

Offline Ryochan

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Re: Tree Of Savior (Project R1)
« Reply #2 on: August 13, 2013, 09:03:54 PM »
Yeah, I'm interested to see what they mean by that. Perhaps the mean non tab targeting like RO was hopefully. Directional attacks would make the combat a bit one sided, unless it has soft lock similar to Blade & Soul. Though I wouldn't know how that would work on a 2.5D plain.
iRO - Retired
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Ryochizan - Alchemist
Shin Ryo - Monk

Rick James: "Cocain Tree Of Savior is a hell of a drug." *giggles*

Offline Rya.Reisender

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Re: Tree Of Savior (Project R1)
« Reply #3 on: August 15, 2013, 06:49:58 AM »
In MMORPG communities, non-targeting means that you don't lock onto a monster. For example you just press the attack button and then the monster that's in your facing direction will be hit and if the monster is behind you instead your attack goes into nothingness. In targeting MMOs all your attacks and spells will always hit the monster if it's locked on, and even if the monster runs away that fireball will do the curve to hit it anyway (unless some stat system makes you dodge).

Offline Toledo

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Re: Tree Of Savior (Project R1)
« Reply #4 on: August 15, 2013, 10:16:22 AM »
I'm curious how will they develop this. A system like this has a large potential for arcade style gameplay(See: Binding of Isaac).

Offline ZeroTigress

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Re: Tree Of Savior (Project R1)
« Reply #5 on: August 15, 2013, 02:47:07 PM »
Quote from: Rya.Reisender;1367935
In MMORPG communities, non-targeting means that you don't lock onto a monster. For example you just press the attack button and then the monster that's in your facing direction will be hit and if the monster is behind you instead your attack goes into nothingness.
If this game is going to be completely 2D, does this mean combat will be like a side-scrolling fighter game?
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Offline I Hate Anime

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Re: Tree Of Savior (Project R1)
« Reply #6 on: August 15, 2013, 06:53:14 PM »
same news and images that were released a few years ago. only this time, the game apparently has a name.

FIRST I STRIKE TO TEACH THEN I STRIKE TO KILL
FIRST I STRIKE TO TEACH THEN I STRIKE TO KILL
KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL


Offline Toledo

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Re: Tree Of Savior (Project R1)
« Reply #7 on: August 15, 2013, 09:02:27 PM »
Hey at least we know someone is actually doing something.

Quote
If this game is going to be completely 2D, does this mean combat will be like a side-scrolling fighter game?        

a brawler MMORPG would be one of the greatest things ever, but the one screenshot is quite clearly (pseudo)isometric, so...

Offline TJM

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Re: Tree Of Savior (Project R1)
« Reply #8 on: August 15, 2013, 09:56:44 PM »
I'm just glad this is still alive.. and now with a silly name.

Quote from: ZeroTigress;1367952
Quote from: Rya.Reisender;1367935
In MMORPG communities, non-targeting means that you don't lock onto a monster. For example you just press the attack button and then the monster that's in your facing direction will be hit and if the monster is behind you instead your attack goes into nothingness.

If this game is going to be completely 2D, does this mean combat will be like a side-scrolling fighter game?


No, I think it just means that it will play like Diablo instead of RO's "/noctrl" combat.

Offline Ryochan

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Re: Tree Of Savior (Project R1)
« Reply #9 on: August 16, 2013, 01:51:59 AM »
If the combat looked anything similar to this.
[ame]http://www.youtube.com/watch?v=QPYzrrnsmnI[/ame]
[ame]www.youtube.com/watch?v=giaGyZadT00[/ame]
[ame]http://www.youtube.com/watch?v=vgx4godTDdQ[/ame]
then...













« Last Edit: August 16, 2013, 02:07:29 AM by Ryochan »
iRO - Retired
Ryochan - Assassin Cross
Ryochizan - Alchemist
Shin Ryo - Monk

Rick James: "Cocain Tree Of Savior is a hell of a drug." *giggles*

Offline Rya.Reisender

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Re: Tree Of Savior (Project R1)
« Reply #10 on: August 16, 2013, 04:40:58 AM »
RO1 isn't very target-ey in the first place. Except for noctrl click and targetted spells, there are already several elements where the positions matters and you can't lock onto a target (AoE spells, traps, even skills that do more damage depending on the direction you are facing). For example imagine that fire bolt is like a 1x1 cell AoE, so you will only be hit by the bolts until you move away from that cell. That would mean non-target MMORPG for me in RO style.

But yeah if it's even more actiony like in all those RO gifs, then that'd be great.
« Last Edit: August 16, 2013, 04:41:20 AM by Rya.Reisender »

Offline TJM

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Re: Tree Of Savior (Project R1)
« Reply #11 on: August 17, 2013, 04:00:02 AM »
One thing I hope they keep/are inspired by is RO's open world structure. A lot of modern kr MMOs feel claustrophobic, specially the action-based ones. I hope the world is big.

Offline frerouche

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Re: Tree Of Savior (Project R1)
« Reply #12 on: August 17, 2013, 08:23:28 AM »
What I hope for is for monster spawns to be as random as RO's.
I'm tired of all modern MMORPG having specific spawn points for practically everything or monster spawning in a very specific little zone.

Offline Rya.Reisender

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Re: Tree Of Savior (Project R1)
« Reply #13 on: August 20, 2013, 12:43:03 AM »
Quote from: frerouche;1368070
What I hope for is for monster spawns to be as random as RO's.
I'm tired of all modern MMORPG having specific spawn points for practically everything or monster spawning in a very specific little zone.

+1
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Offline ZeroTigress

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Re: Tree Of Savior (Project R1)
« Reply #14 on: August 20, 2013, 12:20:00 PM »
Quote from: frerouche;1368070
What I hope for is for monster spawns to be as random as RO's.
I'm tired of all modern MMORPG having specific spawn points for practically everything or monster spawning in a very specific little zone.
How are RO's spawns random? The only random monsters spawns I've seen are player-generated ones with Dead Branches, Bloody Branches, and polymorph.
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