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The Fields of Midgard => Off Topic => Topic started by: Ryochan on August 13, 2013, 06:56:29 PM

Title: Tree Of Savior (Project R1)Early access details
Post by: Ryochan 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.
(https://scontent-a-ord.xx.fbcdn.net/hphotos-frc3/t1.0-9/10251950_10152435518751535_2623717528997181480_n.jpg)

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.
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_11.jpg)

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.
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_21-500x442.jpg)

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.
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_31-427x500.jpg)

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...]
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_41-500x317.jpg)
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_71-500x280.jpg)
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.

(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_51-500x395.jpg)

7. PVP?


    No random field PVP, but planning on tournaments. Can enter alone or in parties.
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_61-500x320.jpg)

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
(http://www.mmoculture.com/wp-content/uploads/2014/05/Tree-of-Savior-Adventure-Journal.jpg)

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.

(http://steparu.com/images/stories/1113/tos/ch.jpg)
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo 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?
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan 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.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender 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).
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo 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).
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress 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?
Title: Re: Tree Of Savior (Project R1)
Post by: I Hate Anime 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.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo 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...
Title: Re: Tree Of Savior (Project R1)
Post by: TJM 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.
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan 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...













(http://abload.de/img/freakoutevo1lbf3.gif)
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender 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.
Title: Re: Tree Of Savior (Project R1)
Post by: TJM 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.
Title: Re: Tree Of Savior (Project R1)
Post by: frerouche 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.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender 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
I love you! Finally someone who understands my feelings.
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress 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.
Title: Re: Tree Of Savior (Project R1)
Post by: Reverie on August 20, 2013, 12:57:46 PM
Every monster in the game doesn't spawn in the exact same spot as Amon Ra or Moonlight Flower.

That's the definition of random spawns not run to a spot and wait for respawns or competition.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender on August 21, 2013, 12:56:25 AM
To make it clear:

All other MMORPGs except RO:
1. Walk to spawn spot of monster that you want / need to kill.
2. Kill it.
3. Wait until it respawns.
4. Jump to 2. (repeat forever until quest done or you are bored)
Many of them feature targetting by pressing "tab" and auto attack by pressing "1" (if you hotkey auto-attack there). So all that game is about is pressing tab,1,tab,1,tab,1,tab,1,tab,1. Nothing more to it.
You won't actually see much of the world. Especially not with party members, because why would they go into a region without the spawn they need? Most regions off the main path usually don't even have any monsters on them. There are never any surprises, no monster will suddenly spawn next to you (unless you stand at a spawn point but then it was there in the first place). Usually even the respawn time is as low as 5 seconds, there is no way to "clean" an area, no room for "mobbing" techniques. If you let monsters follow you, they will usually turn around and walk back to their spawn spot.
This kind of gameplay is soooo boring and the reason why I generally strongly dislike the MMORPG genre.

Ragnarok Online is different. Here if you kill a monster, it will spawn somewhere else. You will need to explore the whole map to find it again. You can actually clean up an area of the map. If you find a region of the map where nobody ever goes to you will be surprised by a massive amount of monsters being there. You can play with a party and actually WALK around. You can define yourself some kind of "Hey let's try to play through this dungeons without using flywings" goal and have fun with a party.
Only in RO this all is possible and it's thanks to one thing - random spawn locations.

I've never found another MMORPG that has this.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 21, 2013, 04:30:14 AM
Very true, I haven't seen any game that has the same monster spawns as RO.

Even in RO2 they have standard spawns and monsters spawn in basically the same location.

If they managed to make it like RO1 the world would feel huge, with big plains and mounts would have an actual function as it can take a long time to walk across it. It would be pretty great.


Technology today would allow it too.
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan on August 21, 2013, 09:13:31 AM
Well said Rya, I also wish for experience from monsters be kept the same no matter what level you are. I've had my favorite share of monsters I liked hunting just because, it didn't matter to me that they didn't give a butt load of experience. But I'd also know I'm still getting rewarded decently and not getting 1-10 exp when they'd in reality give 3k exp.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on August 21, 2013, 11:20:03 AM
What's probably the most mindblowing nowodays about (pre-renewal) RO is that there are no instances. Well there are few for making god items, but minibosses and bosses are just out there for anyone to grab - first come, first served.
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress on August 21, 2013, 12:02:20 PM
I see what you guys mean. Is it that hard to program a 3D game to have randomized spawn points?
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender on August 22, 2013, 01:12:53 AM
As a programmer, I'd say it's actually pretty easy. You just pick a random x and y coordinate and for the z coordinate you need to check for the height of the ground at the current x and y position. Nothing too hard.

I'm not really sure why nobody ever put that into a game ever.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 22, 2013, 05:41:04 AM
Quote from: Rya.Reisender;1368633
As a programmer, I'd say it's actually pretty easy. You just pick a random x and y coordinate and for the z coordinate you need to check for the height of the ground at the current x and y position. Nothing too hard.

I'm not really sure why nobody ever put that into a game ever.


They think it's too hard for the players to actually have a world to explore and they can't direct their "kill x amount of y monster" to a specific spot, it would have to be a specific areas.


Basically game developers think all players must be guided.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender on August 22, 2013, 05:49:36 AM
Well luckily there are still some indie developers who like giving their games complete freedom.

Originally this was also RO's biggest appeal. That there are no NPCs telling you what to do and you could just go anywhere and are only limited by too hard monsters.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 22, 2013, 11:00:53 AM
Quote from: Rya.Reisender;1368643
Well luckily there are still some indie developers who like giving their games complete freedom.

Originally this was also RO's biggest appeal. That there are no NPCs telling you what to do and you could just go anywhere and are only limited by too hard monsters.


Right?

I feel that's how it should be. The whole turn-in "quests" from Gravity now sucks. It completely takes away from the exploration. I mean I spent close to five years exploring every map Ragnarok Online had, because of too hard monsters or quests that you only got from certain npcs.
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress on August 22, 2013, 01:01:43 PM
The original turn-ins we had years ago actually encouraged players to go out into lesser used maps. Don't know why they decided to take those out in favor of the retarded ones we have now.
Title: Re: Tree Of Savior (Project R1)
Post by: Akintunde on August 22, 2013, 02:15:09 PM
Quote from: ZeroTigress;1368558
I see what you guys mean. Is it that hard to program a 3D game to have randomized spawn points?


That depends.

In RO, your floor tiles have 2 states: Passable, impassable.  If a tile is impassable, monsters can't spawn on it.

In 3D games, you typically rely on invisible walls to dictate impassable locations, but if you've ever used a gameshark in your life you know that inaccessible areas are still walkable.  You don't get stuck randomly because you don't have any valid spots to move.

Which brings up the important question: is there a reasonable way to decide if land is reachable, mathematically?  To which I would simply answer "no".  Think about your first meeting with Baphomet in RO2.  He's behind an impassable barrier (Crack in the Dimension).  There is no way to legit walk there.  But the area IS accessible via NPC.  How would the game know if you can go there or not?  Unless they explicitly mapped areas where spawns can happen (And were careful not to include impassable areas), randomized spawns in 3D games is much more complex.

Another important point is that RO is a very unique game in its monster distribution.  Fully random is out of the question for most MMO's, since one map will have level 50 aggressive mobs around level 7 passive mobs.

So how about area spawns?  They would certainly be possible.  Defining a few rectangles in 3D space is by no means impossible, but it is certainly more work than pointing at a map location and going "it'll spawn here".
Title: Re: Tree Of Savior (Project R1)
Post by: Prodigy on August 22, 2013, 03:10:02 PM
^Just a little side note: take a look at iRO back in the hocus-pocus days. Bosses summoned inside buildings could easily teleport into a passable cell, but was completely surrounded by impassable cells. It always broke my heart a little to see a boss teleport, only to find it sitting behind some fence.

Heck, I once used Snatch on an Icewall inside a building (at Alde, I believe) and I ended up in a similar spot as above. That was back when bwings still had the same limitations as flywings (unusable in places where you can't tele). So I ended up having to e-mail a gm and waited for a 1-2 days to get out.

Speaking of fly wings and tele, that's one major feature that lets us comfortably run around an entire map for leveling. Time and again, I appreciate how powerful a traveling tool random teleportation is. And the only reason it works in RO is because of how its maps were designed: with clear-cut boarders and portals. Where as every new mmo are going for the smooth, continuous maps that make up the entire world map.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on August 22, 2013, 09:26:41 PM
Quote from: Prodigy;1368681
^Just a little side note: take a look at iRO back in the hocus-pocus days. Bosses summoned inside buildings could easily teleport into a passable cell, but was completely surrounded by impassable cells. It always broke my heart a little to see a boss teleport, only to find it sitting behind some fence.

That was nothing but lazy map design on Gravity's part though. All they had to do was make everything unaccessible an unpassable terrain.
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress on August 22, 2013, 11:12:40 PM
Well, one thing to consider with fixed spawn areas in 3D MMOs is roads. Sometimes in RO, I like to just pass through a map without having to kill monsters along the way. That is something I can always count on in 3D MMOs: safe passageways that even newbies can travel through to get to the next town without having to worry about dying.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender on August 23, 2013, 12:15:35 AM
But this isn't an issue with random spawns being hard to code in 3D, but rather an issue how they do their 3D wallmapping. It's not too hard to define areas that are not walkable at all (rather than just putting invisible walls).

Also with a flood algorithm you CAN automatically detect which places are reachable, so you wouldn't even have to manually define the unwalkable areas. It gets a bit more complex when jumping is allowed, but if just say that monsters can spawn on any random coordinate that is reachable by walking, then it's very well possible.
Plus if you know some region should get spawn despite not being reachable by foot then you can just add a new flood source in that region.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on August 23, 2013, 06:48:02 AM
Quote from: ZeroTigress;1368711
That is something I can always count on in 3D MMOs: safe passageways that even newbies can travel through to get to the next town without having to worry about dying.

That's not a problem in a game with teleport(or airship) service, which RO was. Even if you walked, most cities were within your reach. I remember walking from Prontera to Al De Baran several times as a low level Aco for example, despite all the aggressive mobs on the way.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 23, 2013, 07:36:58 AM
If the RO world was recreated with graphics from the year 2013 and it was fully 3D, with action-based-directional combat instead of tab-targeting(or just birds-eye overview aka diablo mode), with the option to teleport across great plains of land, with things like random monster spawns everywhere, freedom to go where you want as long as you're powerful enough making it more gear and skill-based, instead of level-based(such as RO) with gear that can be used by more classes and level ranges, with unique skills and traits that are from all over the game-universe, with full-stat allocation where you start with +1 of every stat(like RO) so you can really create the unique class and build you want...



It would be the rebirth of the MMO genre.


Seriously, no other MMO that I've seen today has allowed for the freedom in RO. I really hope this one allows for freedom of stats and gear.

The locked-down "follow our path" MMO's today(RO2 I'm looking at you) with static-spawns for monsters that are in small areas and where you can barely customize your own character.. it's not fun.

Man I hope Tree of Savior pulls through. It could be great.
Title: Re: Tree Of Savior (Project R1)
Post by: ZeroTigress on August 24, 2013, 12:14:58 AM
Quote from: Toledo;1368726
Quote from: ZeroTigress;1368711
That is something I can always count on in 3D MMOs: safe passageways that even newbies can travel through to get to the next town without having to worry about dying.

That's not a problem in a game with teleport(or airship) service, which RO was. Even if you walked, most cities were within your reach. I remember walking from Prontera to Al De Baran several times as a low level Aco for example, despite all the aggressive mobs on the way.
Games with true teleportation abilities don't seem to exist in 3D MMOs though. Don't know if that's due to programming limitations with 3D environments or it's just too much trouble for developers to do.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on August 24, 2013, 09:45:59 PM
True how? Cast teleport, open the map, click a spot? From a programming/technologic standpoint that's very easy.
Title: Re: Tree Of Savior (Project R1)
Post by: Akintunde on August 26, 2013, 03:19:42 PM
I think if they used Diablo 2's teleport it'd be sufficiently awesome.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 27, 2013, 05:21:49 AM
Quote from: Toledo;1368869
True how? Cast teleport, open the map, click a spot? From a programming/technologic standpoint that's very easy.


Targeted teleportation and random teleportation are equally as easy to make. One is "Select your tile", the other is "random tile from map".

It's pretty easy, but the world can't be built up like a kindergarden-follow-the-lines drawing race.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on August 27, 2013, 07:44:40 AM
I dunno, when you consider casting times and the possibility of being interrupted I think local teleport a'la Diablo 2 could work pretty well.
Title: Re: Tree Of Savior (Project R1)
Post by: Murray on August 27, 2013, 02:57:33 PM
Quote from: Toledo;1369030
I dunno, when you consider casting times and the possibility of being interrupted I think local teleport a'la Diablo 2 could work pretty well.


An item such as a fly wing is very good option, as it allows instant teleportation without a casting time and you can use it anytime.
Title: Re: Tree Of Savior (Project R1)
Post by: Golden Fingers on August 31, 2013, 02:26:16 AM
Aion wizards have a sortof blink spell that teleports you backwards 20 yrds. It'd be the RO equivalent of 4-5 backslides at once, although it was on a 30 second cooldown or something.
 
Besides, you don't need anything fancy that calculates possible landing points etc, you can just have a table of pre-defined xyz co-ordinates that you might appear at.
Title: Re: Tree Of Savior (Project R1)
Post by: Rate on August 31, 2013, 02:30:53 AM
it would take way longer to predefine thousands of coordinates, check if they actually land somewhere good, etc than to do the work required to make it random
Title: Re: Tree Of Savior (Project R1)
Post by: Prodigy on September 01, 2013, 02:23:49 PM
Quote from: Murray;1368733
If the RO world was recreated with graphics from the year 2013 and it was fully 3D, with action-based-directional combat instead of tab-targeting(or just birds-eye overview aka diablo mode), with the option to teleport across great plains of land, [. . .]

Never mind graphics. If they could just recreate RO . . .

-to get over it's super old technical limitations (still can't figure out a way around the zeny cap, seriously?)
-to remove unnecessarily complex mechanics (funky things like forced neutral skills which are reducible by ghost property but bypasses neutral reduction through converters wtf? Or how cart revo was properly endowable and did modified elemental damage as expected on everything but ghost which it misses against for god knows why. And that's just Classic. Don't get me started with the hell that is renewal with it's weapon attack vs status attack and how one is affected by endows and the other isn't, yet somehow warm wind operates differently than endows. And none of those things are explicitly mentioned anywhere on the skill descriptions. No, players had to test and figure them all out.

. . .then I would love it forever.
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan on September 10, 2013, 12:11:57 PM
So, I wonder if this is a new class, or possible cards in ToS will be? Or just a collector's item :D.
(https://pbs.twimg.com/media/BTycE0ZIUAACteh.jpg)
Title: Re: Tree Of Savior (Project R1)
Post by: Akintunde on September 10, 2013, 02:17:44 PM
Quote from: Prodigy;1369424

-to remove unnecessarily complex mechanics (funky things like forced neutral skills which are reducible by ghost property but bypasses neutral reduction through converters wtf? Or how cart revo was properly endowable and did modified elemental damage as expected on everything but ghost which it misses against for god knows why. And that's just Classic. Don't get me started with the hell that is renewal with it's weapon attack vs status attack and how one is affected by endows and the other isn't, yet somehow warm wind operates differently than endows. And none of those things are explicitly mentioned anywhere on the skill descriptions. No, players had to test and figure them all out.


Pretty sure that's a bug, since many of them were fixed after players abused it for so long.

I'd be all for a more modernized RO that ran on a good engine, but I know Gravity will never be able to deliver that.
Title: Re: Tree Of Savior (Project R1)
Post by: Rya.Reisender on September 16, 2013, 03:59:54 AM
Well they just code each skill without thinking much about conflicts with other parts of the code. And then there is a strange behavior and they don't really feel like fixing it unless it causes big balance problems.

Several bugs actually improve the balance in RO. For example if there wasn't the BB gutter line bug, nobody would learn brandish.
Title: Re: Tree Of Savior (Project R1)
Post by: Akintunde on September 17, 2013, 11:48:31 AM
Quote from: Rya.Reisender;1370457
Well they just code each skill without thinking much about conflicts with other parts of the code. And then there is a strange behavior and they don't really feel like fixing it unless it causes big balance problems.

Several bugs actually improve the balance in RO. For example if there wasn't the BB gutter line bug, nobody would learn brandish.


Brandish should be capable of standing on its own.  There's no reason it should have the dismal damage capabilities it does, and Brandish has bugs of its own (just as almost any skill does when used at an angle).  FAS is another issue on that.  On PServers FAS is the focal skill of GvG, far more so than Acid Bomb, but the bugs on iRO prevent it from being any good.

Balance could be achieved on an unbroken engine, they would just need to tweak skills.  Brandish should deal more damage than BB imo, but BB has the advantage of dishing out two distinct hits, thus making it more practical for status spreading in a small area.

Also of note: When FAS functions properly the skill is so fucking broken it's not even fair.  +9 Glorious Bow raining 4-6k crits in a GvG when people are using 55%+ range reduction.
Title: Re: Tree Of Savior (Project R1)
Post by: Vitra on October 13, 2013, 01:13:02 PM
For anyone still interested in the development of this game, there is a subreddit  for it: http://www.reddit.com/r/treeofsavior/ (http://www.reddit.com/r/treeofsavior/)

Quote from: /r/treeofsavior


Current info:

Tree of Savior (트리 오브 세이비어), also known as Project R1, is an MMORPG currently in development by Korean developer IMC Games.

Kim Hakkyu, primary director of Ragnarok Online, left Gravity Corp. in 2002. Gravity was then left to produce Ragnarok Online 2 with a different development team. As a result, the game took a stylistic approach similar to that of western MMORPGs. Many fans see RO2 as a failure due to its bland graphics and lack of charm.

Tree of Savior, or "Project R1", aims to be the spiritual successor of Ragnarok Online 1. Led by Kim Hakkyu, the game will feature sprite-based character models in a 3D world (also known as 2.5D), much like the original RO.
Title: Re: Tree Of Savior (Project R1)
Post by: Toledo on October 14, 2013, 06:42:40 AM
Reddit sucks, can't you just bump this thread with info?

THANKS

[Edit]Hey, at least 2.5D confirmed
Title: Re: Tree Of Savior (Project R1)
Post by: TJM on November 14, 2013, 10:02:37 PM
G-Star 2014 is going on right now and ToS is there at the event!

Trailer and info here:

http://www.mmoculture.com/2013/11/tree-of-savior-first-game-details-revealed-for-spiritual-ro-sequel/
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan on November 14, 2013, 10:18:48 PM
Quote from: TJM;1374556
G-Star 2014 is going on right now and ToS is there at the event!

Trailer and info here:

http://www.mmoculture.com/2013/11/tree-of-savior-first-game-details-revealed-for-spiritual-ro-sequel/
Yeah, beat me to it. I'll update first post.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: TJM on November 14, 2013, 10:44:32 PM
Apparently the game has "around 200 bosses". I am very glad to hear that! MVPs and mini-bosses are one of my favorite thing about RO. There are so many of them and they all look so unique. The boss fights were also a high point in Granado Espada.

I was very surprised at the combat system. It looks a lot more active than I thought it would be. It actually reminds me of the Ys games a bit. It looks very fun.

The first beta test will take place in February which means they've delayed it a by a few months because it was originally planned to happen in 2013. No big deal though, February isn't too far away.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Rya.Reisender on November 14, 2013, 11:41:55 PM
Really can't await this game...... hype!

Edit: But it still all comes down to if it has random spawn locations or not for me.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Ryochan on November 15, 2013, 12:19:25 AM
Quote from: TJM;1374560
Apparently the game has "around 200 bosses". I am very glad to hear that! MVPs and mini-bosses are one of my favorite thing about RO. There are so many of them and they all look so unique. The boss fights were also a high point in Granado Espada.

I was very surprised at the combat system. It looks a lot more active than I thought it would be. It actually reminds me of the Ys games a bit. It looks very fun.

The first beta test will take place in February which means they've delayed it a by a few months because it was originally planned to happen in 2013. No big deal though, February isn't too far away.

Delay is most likely because of their other game Wolfknights beta being sooner. So far I just think the combat should be sped up a tad bit. looks a wittle bit slow.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: TJM on November 15, 2013, 01:46:22 AM
So apparently there are actually 80 classes in the game?

http://steparu.com/previews/mmo-rpg-previews/1442-tree-of-savior-online-trailer-and-test-schedule

Quote
One of the unique features that Tree of Savior Online has to offer is the massive amounts of playable classes which estimates to 80 in total

says there are 80 classes. MMOculture says characters, which I thought just meant pre-made characters. 80 classes is mindblowing.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: ZeroTigress on November 15, 2013, 02:52:24 AM
RO has 55 so it's not so farfetched.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: frerouche on November 15, 2013, 05:59:32 AM
At least, it looks like inventory is not limited by bag space like every single new mmo since WoW and the likes.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Toledo on November 15, 2013, 06:06:34 AM
"Similar to most online games, there will be raid dungeons as well"

Aaand first nail is in the coffin
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Ergroilnin on November 15, 2013, 01:05:17 PM
Even RO has raid dungeons or so called instances. Never saw anyone really complain about ET and others. So far I am pretty excited about this game, let's hope they don't fuck this up.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Ryochan on November 15, 2013, 01:15:44 PM
Facebook page is up.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Reverie on November 15, 2013, 01:25:27 PM
I'm not particularly enthusiastic about MMO games anymore but I'll continue to watch this one to see if it looks appealing to me.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Toledo on November 15, 2013, 10:34:18 PM
Quote from: Ergroilnin;1374592
Even RO has raid dungeons or so called instances.

Yes. Now.

Back when it was, well, a good game, it didn't. And it was one of the reasons why it was a good game.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: ZeroTigress on November 15, 2013, 11:30:32 PM
It was a good game because the only endgame feature it had was WoE?
 
Okay...
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Ergroilnin on November 15, 2013, 11:53:36 PM
Quote from: Toledo;1374627
Quote from: Ergroilnin;1374592
Even RO has raid dungeons or so called instances.


Yes. Now.

Back when it was, well, a good game, it didn't. And it was one of the reasons why it was a good game.


Actually the reason it was a good game was the incredible freedom it offered. Character making, equipment, leveling, everything. Of course it was nice to meet other people in dungeons too and it actually made some kinds of leveling possible (like afking in OD2) but having few instances for your party was just as nice imo. And as long as there aren't only raid dungeons, I don't mind it at all, quite on the contrary.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: TJM on November 16, 2013, 01:42:33 AM
I can't remember a point in time when I ever felt like "Yes, ET is one of the reasons RO is now shit". In fact, me and everyone else in my guild thought ET was one of the better newer additions to RO. It added something different to the game that felt fresh and fun.

That said, I hope this game has world MVPs/mini-bosses like RO does.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Rya.Reisender on November 16, 2013, 05:15:19 AM
I hope it's pre-renewal hard! Haha.

And no exp/drop penalty on level differences would be nice too.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Toledo on November 16, 2013, 08:16:01 AM
Quote from: ZeroTigress;1374632
It was a good game because the only endgame feature it had was WoE?

Endgame features have to be instanced?

What about... well... WoE?

Instances have no place in any game that wants to call itself an MMO because they go directly against the first M feature of it.
Title: Re: Tree Of Savior (Project R1) Trailer inside!
Post by: Ryochan on November 16, 2013, 11:30:07 AM
Quote from: Ergroilnin;1374633
Quote from: Toledo;1374627
Quote from: Ergroilnin;1374592
Even RO has raid dungeons or so called instances.


Yes. Now.

Back when it was, well, a good game, it didn't. And it was one of the reasons why it was a good game.


Actually the reason it was a good game was the incredible freedom it offered. Character making, equipment, leveling, everything. Of course it was nice to meet other people in dungeons too and it actually made some kinds of leveling possible (like afking in OD2) but having few instances for your party was just as nice imo. And as long as there aren't only raid dungeons, I don't mind it at all, quite on the contrary.

Pretty much this. A recent translation also said that you won't be stuck in a quest line telling you, that you may only progress "this or that" way. Freedom!
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Murray on November 16, 2013, 12:07:04 PM
I'm VERY pumped for this. But the fact that the ingame areas seem small and that the overall feeling of the world screams a bit "kiddy-dialbo" didn't really make me go bananas.

I'm going to wait and see.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Zerozaku on November 16, 2013, 04:07:09 PM
Looks pretty interesting. I'll definitely sign up for closed beta and try it out.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Golden Fingers on November 16, 2013, 07:04:08 PM
Quote from: Toledo;1374642
Quote from: ZeroTigress;1374632
It was a good game because the only endgame feature it had was WoE?

Endgame features have to be instanced?

What about... well... WoE?

Instances have no place in any game that wants to call itself an MMO because they go directly against the first M feature of it.
 
 Instances/raids aren't an "all or nothing" deal. Aion did it pretty well with a variety of instances for leveling/bosses/pvp and also had open world bosses + castle battles.
 
 Some people want to take on the world in direct competition, some want to relax and run an instance with their friends. Makes sense to cater to both since there's really no conflict other than opinions.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: ZeroTigress on November 16, 2013, 09:24:56 PM
Quote from: Golden Fingers;1374708
Instances/raids aren't an "all or nothing" deal. Aion did it pretty well with a variety of instances for leveling/bosses/pvp and also had open world bosses + castle battles.
 
Some people want to take on the world in direct competition, some want to relax and run an instance with their friends. Makes sense to cater to both since there's really no conflict other than opinions.

Agreed. It's better to have more options at endgame than only one. Catering to only one group of players doesn't help a MMO grow at all. If anything, doing so actually keeps it from growing.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Toledo on November 17, 2013, 04:05:50 AM
Quote from: Golden Fingers;1374708
Instances/raids aren't an "all or nothing" deal.

Actually in most MMORPGs they are.

P.S. Actually watched the trailer and wow, it's like a checklist of things I don't want to see in an MMO. You guys have fun with that, I'm going back to EVE.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Ryochan on November 17, 2013, 06:50:56 PM
Quote from: Toledo;1374746
Quote from: Golden Fingers;1374708
Instances/raids aren't an "all or nothing" deal.


Actually in most MMORPGs they are.

P.S. Actually watched the trailer and wow, it's like a checklist of things I don't want to see in an MMO. You guys have fun with that, I'm going back to EVE.


See ya in NA beta/release.:bo:
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Rya.Reisender on November 18, 2013, 12:45:10 AM
Instances can be awesome. Play Dungeons and Dragons Online for an example.

Most instances however have the problem that the monsters will just stand around until you get close to them, so it's not really a challenge to clear an instance.

Unless you add a timer! The Kingdom Quests in Fiesta Online were amazingly fun and that was mainly because it was actually challenging to beat them. They had a time limit and varied from "Killing all monsters" over "Solve this puzzle" to "Survive!".
Of course the feature to register for an instance from anywhere and be put together into a group automatically also helped a lot.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Prodigy on November 18, 2013, 12:14:44 PM
I'm more concerned about group composition with respect to class roles. I know that even pre-Trans RO has roles of some sort (healer=priest, tank=peco, dps=it depends). But at least group composition isn't so strictly restricted like the 1 tank+1 healer + 3 dps composition that is so mainstream these days.

In RO, for all we care, we could have 2 priests and 2 tanks and 1 dps and mob a dungeon to their hearts' content. In the mainstream mmos, the lack of dps will quickly cause the monsters to overwhelm the party.

Also, I super loved how we had real support (non healer/tank/dps) classes in RO like the Bard or Scholar.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: TJM on November 18, 2013, 06:31:50 PM
Quote from: Prodigy;1374871
I'm more concerned about group composition with respect to class roles. I know that even pre-Trans RO has roles of some sort (healer=priest, tank=peco, dps=it depends). But at least group composition isn't so strictly restricted like the 1 tank+1 healer + 3 dps composition that is so mainstream these days.

In RO, for all we care, we could have 2 priests and 2 tanks and 1 dps and mob a dungeon to their hearts' content. In the mainstream mmos, the lack of dps will quickly cause the monsters to overwhelm the party.


True but they did say that this game is going to have manual stats so that gives me a bit of hope.  If the stat system is as good as RO and they don't lock down classes to a specific role too much, then I think there's a good chance we'll see some of the diversity found in RO. I think the game definitely needs some sort of card system though. No word about that yet though.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Ryochan on November 18, 2013, 06:33:01 PM
Quote from: Prodigy;1374871
I'm more concerned about group composition with respect to class roles. I know that even pre-Trans RO has roles of some sort (healer=priest, tank=peco, dps=it depends). But at least group composition isn't so strictly restricted like the 1 tank+1 healer + 3 dps composition that is so mainstream these days.

In RO, for all we care, we could have 2 priests and 2 tanks and 1 dps and mob a dungeon to their hearts' content. In the mainstream mmos, the lack of dps will quickly cause the monsters to overwhelm the party.

Also, I super loved how we had real support (non healer/tank/dps) classes in RO like the Bard or Scholar.
Yes, that is very true. Each class had a very significant role. Hunters are long distance fighters, but their traps really came in handy. Bard/Dancers gave cool quick buffs with their music/dancing haha. I've never really liked magic based classes, but sages won me over. I like how they can enchant weapons with different elements, as well as cast certain status effects on an enemy. Later on they get their own unique ways of using magic, like double bolt and being able to move while casting, as well as melee bolting. That's another reason why RO was so unique.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: TJM on November 18, 2013, 11:04:56 PM
Anyone here fluent in Korean? Mr Kim himself posted this on their trailer post on facebook:

(http://i.imgur.com/vtHzl2u.png)

As you can see I auto-translated the text with bing but err.. not really sure what he's saying here beyond the fact that someone on youtube told him that if the game isn't open world he's going to kill him, lol..
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Zerozaku on November 19, 2013, 05:23:02 AM
Hakkyu Kim: I've come across a comment on youtube that read 'I'll kill you if Tree of Savior is not open world mmo'. *Shiver*... Tree of Savior will be open world.
The video footage of boss fights are taken in raid (dungeon<-- this is implied), however players can also opt to fight boss monsters that spawn periodically on field maps.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: TJM on November 19, 2013, 07:11:01 AM
Awesome! That's really good to hear. Those areas did seem enclosed. Thank you, Zerozaku.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: tribe on November 19, 2013, 09:28:54 AM
needs cute headgears!
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Hrishi on November 19, 2013, 10:14:04 AM
Quote from: ZeroTigress;1374632
It was a good game because the only endgame feature it had was WoE?
 
Okay...

Not because endgame was WoE alone, but that anything endgame was not instanced. I can't say I'm a fan of instanced content, but hopefully it's not a focus of this game. If instanced content is the focus of this game, I really have no interest.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: tribe on November 19, 2013, 10:44:35 AM
I hope there is no BoP or BoE bs
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on November 19, 2013, 11:54:07 AM
Step translated a recent interview. (link changed in first post)
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Hrishi on November 19, 2013, 12:47:22 PM
Quote from: tribe;1375036
I hope there is no BoP or BoE bs


This too.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Ryochan on November 19, 2013, 03:37:41 PM
Quote from: tribe;1375036
I hope there is no BoP or BoE bs
Yeah, the bound on pickup/equip stuff has gotten really annoying in MMOs. ToS should keep the same equips route. Being able to share with your other characters. If there are a few account bound items, I wouldn't mind too much.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: Prodigy on November 19, 2013, 04:58:39 PM
Quote from: Ryochan;1375057
Quote from: tribe;1375036
I hope there is no BoP or BoE bs
Yeah, the bound on pickup/equip stuff has gotten really annoying in MMOs. ToS should keep the same equips route. Being able to share with your other characters. If there are a few account bound items, I wouldn't mind too much.

Speaking of sharing gear with our other chars . . . Please also none of that "gearing up starts at max lvl" bs. I liked how even a lowly 6x-7x character in RO could find some gear/cards that is still in demand to lvl 99 players.

Or how we don't have to race to max level and can do some worthwhile gear hunting before then.
Title: Re: Tree Of Savior (Project R1) Trailer inside!/FB
Post by: TJM on November 19, 2013, 05:09:34 PM
Quote from: Prodigy;1375065
Quote from: Ryochan;1375057
Quote from: tribe;1375036
I hope there is no BoP or BoE bs
Yeah, the bound on pickup/equip stuff has gotten really annoying in MMOs. ToS should keep the same equips route. Being able to share with your other characters. If there are a few account bound items, I wouldn't mind too much.

Speaking of sharing gear with our other chars . . . Please also none of that "gearing up starts at max lvl" bs. I liked how even a lowly 6x-7x character in RO could find some gear/cards that is still in demand to lvl 99 players.

Or how we don't have to race to max level and can do some worthwhile gear hunting before then.


This is so true. The card system and the weapon slot system were big reasons for this. Card effects weren't bound by any sort of ranking system, so even an extremely weak low level monster could have a card with hugely beneficial effects. You could hunt for such cards while still low level and then use them right away with a low level, high slot weapon.

All that info from the Steparu preview left me :eek:. Pretty much the only thing missing from this game right now is the card system and headgears, and I am crossing my fingers that those will be revealed later/added in over time.

Link to article just in case anyone's too lazy to check the OP: http://steparu.com/previews/mmo-rpg-previews/1455-tree-of-savior-online-preview
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ergroilnin on November 19, 2013, 06:44:11 PM
Ok after reading the preview, I am 100% sure that I will be spending hundreds of hours on this game once it launches.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on November 20, 2013, 02:50:09 AM
I agree that it was great in RO that all class was unique and could do someone very good and was bad at other stuff. It's different from "modern" MMORPGs that basically go by "Every class should be able to play alone and consequently needs some way to heal itself, tank damage and deal damage." causing even Priests to be able to do almost as much damage with normal hits as fighters.

Though I can't fully agree that in RO you could pretty much party up with anyone. Basically Priests very mandatory for any party. And later on Bards/Wizards for most dungeons as well.

I don't mind being forced to party up at all, though. As long as partying is best for any class and the game isn't quest-driven (aka "I'm doing a different quest than you, sorry can't party up."), it's not hard to find a party.



Edit: The more I read your replies and feel like agreeing with you all, the more I realize how perfect the "old" RO was and that I hardly want anything different. I just want good old RO how it was during P2P except with no position lag. It should have drop system like old RO. Equipment system like old RO. Stats system like old RO. etc.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Prodigy on November 20, 2013, 05:50:55 PM
I feel that quest leveling is the biggest detriment to partying properly (outside of dungeon leveling runs) in modern mmos. Sure, it's fun that I start playing a new mmo with my friends and we all go on our noobish adventure together. But one day later, we're each at different points of the quest chain which makes it frustrating to get together again . . . until the next day comes and we're waiting all over again.

I also dislike dungeon leveling to a certain extent because once we start a dungeon, we're kinda invested in it and have to finish it all the way through, which usually takes 15-30 minutes depending on the game. The thing is, no one likes playing in 30-minute intervals. I don't know how else to explain it, but I sometimes find it exhausting to run dungeon after dungeon and would very much rather straight out grind for the same amount of time. The feeling of "we can take a break at any second" creates a much more relaxing environment. Especially during those times when you could leave at any minute and are unsure whether or not you have enough time to do one more dungeon run.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on November 20, 2013, 08:27:03 PM
Quote from: Prodigy;1375213
I feel that quest leveling is the biggest detriment to partying properly (outside of dungeon leveling runs) in modern mmos. Sure, it's fun that I start playing a new mmo with my friends and we all go on our noobish adventure together. But one day later, we're each at different points of the quest chain which makes it frustrating to get together again . . . until the next day comes and we're waiting all over again.

I also dislike dungeon leveling to a certain extent because once we start a dungeon, we're kinda invested in it and have to finish it all the way through, which usually takes 15-30 minutes depending on the game. The thing is, no one likes playing in 30-minute intervals. I don't know how else to explain it, but I sometimes find it exhausting to run dungeon after dungeon and would very much rather straight out grind for the same amount of time. The feeling of "we can take a break at any second" creates a much more relaxing environment. Especially during those times when you could leave at any minute and are unsure whether or not you have enough time to do one more dungeon run.
The time investing instances never really bothered me much. It's moreso the ones that take literally 4+ hours to complete, and then at the end if it you will most likely get trash as drops. MMOs in general are time investments, so 30min+ dungeons sort of come with it now. Endless Tower in RO is pretty fun, but can take time depending on party.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on November 20, 2013, 11:03:45 PM
30 minute instances are still fine. But yeah there are quite some MMORPGs where instances take 4 hours or longer (unless you just walk past all monsters and rush to the boss - which is imo not very fun, might as well play American football).

I know what you mean, though! I have this with offline RPGs that only put a save point every 30 minutes. I'm less motivated to continue playing in them than in an RPG that allows saving at any time.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Hrishi on November 21, 2013, 12:59:37 AM
Quote from: Rya.Reisender;1375133
Edit: The more I read your replies and feel like agreeing with you all, the more I realize how perfect the "old" RO was and that I hardly want anything different.


Heh, was just talking about this very thing today.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ankle Snare on November 21, 2013, 01:17:43 AM
i'd give this a go. except i'm going to have the biggest problem sticking to 1 character. SIGH. oh, they need cute headgears. just sayin.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Murray on November 21, 2013, 07:47:58 AM
Hearing "Manual stats" gives me such a boner for this game.

Seriously, no other decent MMO I've come across except for RO has had manual stats. Even FFXIV had the "base stats" + a couple of points you can specialize. I gave up that pretty quickly. Freedom all the way! Let us do what we want, like ro!
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on November 21, 2013, 08:33:31 AM
I know quite some MMORPGs that have manual stats, but they have one huge flaw: Raising the same stat always costs as much as raising each stat equally.
In all MMORPGs this causes one thing - raising only one stat always yields the best builds.

In RO, it's a bit different, the higher a stat is, the more expensive it is to raise it. This makes hybrid builds more viable than in any other game.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Toledo on November 22, 2013, 09:46:31 AM
Quote from: Rya.Reisender;1375133
Edit: The more I read your replies and feel like agreeing with you all, the more I realize how perfect the "old" RO was and that I hardly want anything different.

The funny thing is, back when it was released everyone was taking these good mechanics for granted. It's just today, when you compare pre-renewal RO to other MMOs, you realize that it was a surprisingly solid game.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ergroilnin on November 22, 2013, 09:56:31 AM
Well old RO was released more than ten years ago and back then tons of game were of high quality (well for me the best games till today were released in early 90s-early 00s) so I would actually be kind of concerned how today we appreciate games like these, since most of titles made nowadays are simply bad or fun for maybe ten-fifteen hours.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on November 22, 2013, 10:11:02 AM
(Reply to Toledo's post.)

Hmm, I'm not sure, though.

I see it more that newer MMORPGs are all designed around your average modern MMORPG player because nobody wants to take the risk and try something else. And the average players wants NPCs that tell him what to do and he wants to clear the quests as fast as possible (that's why the games have local spawns with instant respawn).

It's just that something like that is not for me at all. I don't really have any fun putting some macro on a key, going to a spawn location and then just press that macro key continuously until I've killed 20/20 monsters of the type I need and then walk back to the quest giver.

RO was my first MMORPG and I really really didn't EVER want to play MMORPGs back then, my friend just convinced me. And I got really addicted. I hardly enjoyed other MMORPGs, I think if I had played other MMORPGs first I'd just have concluded "As expected MMORPGs are boring as hell" and never went back to them.

For me RO is the perfect MMORPG pretty much (except for the position lag and later decisions after Kim Hakkyu left the team). It's all about exploration, the combat is fun and very challenging (pre-renewal), the general gameplay consists of actually walking around maps which makes it less repetitive and also fun to play in a party (you can even set yourselves challenges like clearing a dungeon without flywings). No linear quest line you need to follow, doing quests seems to be either meaningful (complete new dungeon unlocked) or simply has really interesting lore that I'd probably read through even if there wasn't any a reward for it. Not to mention the amazing community, many people who actually like role-playing and quite many PVE gamers that don't only care for reaching max level asap (well back when I played at least!).

But what I see is that the majority of gamers doesn't want something like this at all. If I go to some random dude looking for an MMORPG and I suggest RO to him there will be the following reactions:
1. I left the novice ground and now I don't know what to do in it, there are no quest markers, no window that shows the available quests, no guides explaining me the game systems, stupid game!
2. What? I can't move with WASD?

So in the end the companies are really just giving the average gamer what he wants. It's just frustrating for me and probably many RO fans, that what the majority wants is not what we want.

That's why I'm really happy about Tree of Savior. Someone actually daring to revive the good things of RO (though that's not really certain yet).
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Soul Link on November 22, 2013, 06:28:09 PM
Really interested in this game, especially with it being RO1-ish.

And I wonder when they'll release info about the system requirement :p
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Toledo on November 23, 2013, 12:22:03 AM
Quote from: Rya.Reisender;1375336
I see it more that newer MMORPGs are all designed around your average modern MMORPG player because nobody wants to take the risk and try something else. And the average players wants NPCs that tell him what to do and he wants to clear the quests as fast as possible (that's why the games have local spawns with instant respawn).

Well, yes, that's why modern MMORPGs suck, because they're made for the lowest common denominator.

Anything that gets made for the mass market will suck by default, because people suck.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Wanderer on December 07, 2013, 09:22:00 PM
What am I reading here? RO1 wasn't repetitive? o.O

Grinding on the same place for hours?

People and their nostalgia... everything was better in past times huh? :P
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Prodigy on December 07, 2013, 10:48:47 PM
I don't like how in today's mmos, those trash mobs that you grind on would take 10 seconds and managing your skill rotations just to kill them one at a time. Now THAT is boring.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Reverie on December 08, 2013, 01:07:56 AM
Sounds like my first impression of RO2. Boy casting holy light on a miniboss bee for a minute (or however long it was) was an absolute blast for little reward.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Wanderer on December 08, 2013, 05:33:00 PM
As a monk I spent hours OI sleepers and turtles back in time where 3 or 4m/hr was the top exp... that was nasty grinding. Even after renewal leveling isn't based on quests at all, just lesser grind and a bunch of band aids in the form of TIs, 0 creativity.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on December 09, 2013, 02:18:54 AM
Quote from: Wanderer;1377304
What am I reading here? RO1 wasn't repetitive? o.O

Grinding on the same place for hours?

The difference is: In RO1 grinding is actually fun and not repetitive at all.

Plus it is your own choice if you want to grind at the same place all the time or not.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Wanderer on December 09, 2013, 04:44:31 PM
Quote from: Rya.Reisender;1377434
Quote from: Wanderer;1377304
What am I reading here? RO1 wasn't repetitive? o.O

Grinding on the same place for hours?

The difference is: In RO1 grinding is actually fun and not repetitive at all.

Plus it is your own choice if you want to grind at the same place all the time or not.


Things are, the top exp map was either sleepers or turtles if we go back in time... It is repetitive to spam the very same skill thousands of times 1 hitKO those bastards to hit 99, and the same happened with double strafe, storm gust or [insert your brand class skill], it was crap after you do it more than once you should be done with it, I did it for several characters and got really fed up.

Let's be realistic here, no one played RO1 pre-RE for the leveling but for WoE and maybe MvPs (though all kind of abuses to hunt the high-end bosses ended with all the fun in it)
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Prodigy on December 09, 2013, 07:56:19 PM
One thing I will admit is that I have no love for the old exp curve of RO. Also, I have no problems with quest-based leveling that is prevalent with modern mmos, but only for my first character or two. When it comes to my 3rd or 4th alt, I would very much prefer to just dive straight into the den of monsters than running around doing errands for npcs.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on December 09, 2013, 11:29:51 PM
Quote from: Wanderer;1377482
Things are, the top exp map was either sleepers or turtles if we go back in time... It is repetitive to spam the very same skill thousands of times 1 hitKO those bastards to hit 99, and the same happened with double strafe, storm gust or [insert your brand class skill], it was crap after you do it more than once you should be done with it, I did it for several characters and got really fed up.

Let's be realistic here, no one played RO1 pre-RE for the leveling but for WoE and maybe MvPs (though all kind of abuses to hunt the high-end bosses ended with all the fun in it)

Nope you are wrong on that one. I never played RO1 for WoE or killing MVPs, in fact I did never do either of the two.
I played RO because PVE gameplay was incredibly fun. Just making up a story, getting people to play along and then explore a region or a dungeon together, trying to fight your way through without using flywings. Those were my best experiences.

As I said nobody forces you to stay on the same map the whole time just because it's best exp. I never grinded on the same map twice. RO has so many different regions that you can grind only 1 hour on each map with monsters and you still need longer than a year until you need to visit the same map again.

If you don't care about exp or drops and just play for fun, RO1 is an incredible experience unmatched by any other MMORPG.

RO is only repetitive if you want it to be.

Quote from: Prodigy;1377501
Also, I have no problems with quest-based leveling that is prevalent with modern mmos, but only for my first character or two. When it comes to my 3rd or 4th alt, I would very much prefer to just dive straight into the den of monsters than running around doing errands for npcs.

I already have problem with "forced" quests on the first character. It just ruins everything I like about MMORPGs. Imo, they should be about really playing your own role and that only works if they put you into a big world and leave everything you do to you. Quests always make the gameplay so linear, they force a story on you, you can't decide where to explore at all. On top of that they make finding a party basically impossible. You will hardly ever find someone who coincidentally needs to do the same quest as you. Even if you find one, he will just leave again once he's done with the quest.
That's what bothers me so much.

That doesn't mean that it's impossible to implement a quest system that's actually good. But I think it would need to be designed more around only one single player being able to take a quest (at the same time). Then there will be a party-gathering phase in which he can invite more players to join on his quest or others can also just opt-in to join him. When the party is complete the quest phase starts in which they together need to solve the quest within a time limit.
Maybe there should even be a real quest schedule, like a quest running only every 2 hours, so people gather together at the same time.

Well Tree of Savior solved the party problem by just auto-partying with everyone nearby, though I wonder how this works out. If everybody opts-out of auto-partying then that doesn't really help much. I guess it depends on how the playerbase is like.
Plus I'm afraid it will really end up not really getting friends with anyone, but rather keep on partying with people you don't know, who don't talk with you and who just run away after they are finished.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: frerouche on December 10, 2013, 04:41:35 AM
The being able to level wherever you want was only doable because RO didn't have a experience penalty for being too high or low level compared to the monster's. Which is another thing I hate about modern MMOs where you get crap xp even if you kill a monster much higher than you or absolutely nothing if you are too high even though its base experience would barely do much depending on said level difference anyway because of the xp curve.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on December 10, 2013, 06:34:14 AM
Yes, that's one of the reasons why I quit when renewal came.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Toledo on December 10, 2013, 08:54:46 AM
Quote from: Wanderer;1377482
Let's be realistic here, no one played RO1 pre-RE for the leveling but for WoE and maybe MvPs (though all kind of abuses to hunt the high-end bosses ended with all the fun in it)

On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: TJM on December 10, 2013, 01:28:10 PM
Man I did everything in RO. I loved the leveling, PVP, WOE, MVPing, item collecting, etc.  RO never had a "proper" endgame like so many modern MMOs do, but it didn't need to because there was so much for the player to do.

I do hope the exp curve isn't as bad as pre-renewal's, but I also hope they don't fall into that endgame trap where they are forced to work on endless raid content to keep people happy for a month until the next one is out. If they can give us enough variety and freedom in ToS then the "endgame" will take care of itself, really.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Charon on December 10, 2013, 01:42:30 PM
@ "opt out of auto-party"

why make it work so this option even has to exist?
being close to a bunch of ppl simply shouldnt "leech" their exp or anything, but merely give you extra on top based on any number of factors o:
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Prodigy on December 10, 2013, 05:17:24 PM
Quote from: Toledo;1377562

On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.


I like WoE and there were weeks months where I played purely for WoE. However, that's because the concept of WoE is so splendid that I have yet to come across another mmo that even remotely gets close to how wonderful WoE was.

For starters, I loved the blend of PvE and PvP which kinda is due to how we use PvE means to hunt for gear and supplies in order to WoE. I dislike the idea getting PvP gear purely from PvP. Specially if we want to use alts in PvP because then, our alts would be badly outgeared and would have to work our way up from the bottom to gear that new alt.

Next, I loved the feeling urgency when you WoE. The idea of battling out, for a mere two hours, on who gets ownership of a castle for half a week is really exhilarating. This especially back when guild dungeons were relevant. There's also the appeal of having a high econ castle which can only be achieved through consecutive weeks of effort. Now, every MMO that has some semblance of fighting for territory is quite mundane because if your side loses, it isn't a big deal; you just try again in a few hours.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Wanderer on December 12, 2013, 02:04:01 PM
Quote from: Toledo;1377562
Quote from: Wanderer;1377482
Let's be realistic here, no one played RO1 pre-RE for the leveling but for WoE and maybe MvPs (though all kind of abuses to hunt the high-end bosses ended with all the fun in it)


On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.


For the most people it was about WoE and that's it, some others PvP or MvP but WoE was the only real end-game back then.

Then they released lots of random episodes that didn't matter and didn't change endgame at all, 10 years of development and WoE was still the best RO1 can offer...

Of course it offered some random stuff to do like headgear crafting, random monster hunting for cards and very little questing for those who even cared to do them...
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on December 13, 2013, 09:58:06 AM
Maybe if you're talking about yourself you shouldn't say "most".
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Toledo on December 13, 2013, 11:46:25 PM
Quote
Quote from: Wanderer;1377765
On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.

For the most people it was about WoE and that's it, some others PvP or MvP but WoE was the only real end-game back then.

The question is, do you play a MMORPG specifically FOR the endgame, or is endgame just something you just end up with after playing it a lot for other reasons?
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Prodigy on December 14, 2013, 12:00:09 AM
Quote from: Wanderer;1377765
Quote from: Toledo;1377562
Quote from: Wanderer;1377482
Let's be realistic here, no one played RO1 pre-RE for the leveling but for WoE and maybe MvPs (though all kind of abuses to hunt the high-end bosses ended with all the fun in it)


On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.


For the most people it was about WoE and that's it, some others PvP or MvP but WoE was the only real end-game back then.

Then they released lots of random episodes that didn't matter and didn't change endgame at all, 10 years of development and WoE was still the best RO1 can offer...


Here's another way to look at it. 10 years of the same endgame and people still stuck with it. Compare that to most mmos these days where people get bored of "endgame" after a month or two.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Wanderer on December 14, 2013, 09:08:38 PM
Quote from: Toledo;1377871
Quote
Quote from: Wanderer;1377765
On the contrary, I'll never understand why someone would want to play a MMORPG mainly for the PvP aspect of it. Spending few hundreds hours grinding before you even get to the part of the game you actually want to play - and then RPGs make shitty competetive games anyway for several reasons.


For the most people it was about WoE and that's it, some others PvP or MvP but WoE was the only real end-game back then.


The question is, do you play a MMORPG specifically FOR the endgame, or is endgame just something you just end up with after playing it a lot for other reasons?


I play for end-game in the long run, if a game doesn't have content that keeps the player logging in they eventually leave or just log in to do that thing that they like, and lots of people just log in for 2-4 hours of woe a week and do nothing else because everything else doesn't even compare, some found battlegrounds fun when first implemented but then again it failed with bugs and horrible "fixes", pvp is unbalanced, pve isn't challenge.

Of course people always can spend their time making alts and such, again there's no endgame besides woe and the shop doesn't help at all also, things like kvm badges being offered so you could basically purchase your way and not having to play the game like it was intended.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on December 15, 2013, 01:56:17 PM
If I get bored of a game I just move on to the next game. That doesn't make the game worse, though, because the time I played it counts.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Mischelle on December 22, 2013, 03:38:15 PM
Fuck. Yes.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: ro23 on February 02, 2014, 07:56:44 PM
Any news?
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: TJM on February 03, 2014, 01:37:05 AM
Nothing :P

CBT supposedly starts this month, so let's hope there aren't any delays on that end.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 05, 2014, 12:39:15 PM
It's not CBT, it's a small testing group that will be at the IMC office in KR.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on February 06, 2014, 12:38:06 AM
Alpha!
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: TJM on February 07, 2014, 12:14:23 AM
Yea I know it wasn't exactly a CBT, but is it really that small of a test? Where did you hear that?
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 07, 2014, 09:11:03 AM
Yes, it's very small. And the man himself.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 14, 2014, 05:21:39 PM
FGT will be held on February 25th, and on March 4th, 11th and 18th. From 10:00am to 6:00pm. There is also plans for an international stationed test. "Hyakku has said that he planned to travel to see international fans as well, and for business purposes."
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on February 17, 2014, 12:56:57 AM
Also: https://www.facebook.com/treeofsavior
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 17, 2014, 11:47:28 PM
^ that's in the first post already.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Rya.Reisender on February 18, 2014, 05:37:58 AM
Yeah I just wanted to point out the new post Kim Hakkyu made on facebook indicating that there will be an international test server coming. :-)

Should have quoted it I guess.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 18, 2014, 06:02:45 PM
Ah, cool cool np :3
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: VJPholwanna on February 24, 2014, 07:59:21 PM
My friend is making a forum for this game. It'll be up later this week. If anyone is interesting, let me know.

New members are always welcome.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Murray on February 25, 2014, 10:49:51 AM
Quote from: VJPholwanna;1389530
My friend is making a forum for this game. It'll be up later this week. If anyone is interesting, let me know.

New members are always welcome.


Like... a TosWiki.org?
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on February 25, 2014, 12:29:05 PM
I've found one earlier, not sure if it's what you were talking about. http://www.tree-of-savior.com/news/
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Soul Link on February 25, 2014, 03:56:23 PM
lol, that site's address is so misleading. It looks like an official site's address.


That and I don't know if there's any use in making a forum now for a game we cannot play yet for probably months.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: VJPholwanna on February 25, 2014, 05:43:29 PM
No, it's a different forum, but you may have a point about the making the forum early, but better early than late.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: VJPholwanna on February 28, 2014, 06:36:15 AM
Here's the forum. Hopefully you guys join and stuff.

http://tossource.com/

Lol, forgot the link.

Also, we'd like to build a wiki for TOS, so if anyone has any knowledge of mediawiki or something similar, please come help.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: VJPholwanna on March 04, 2014, 09:28:40 AM
The server is getting shit on lol.

Anyways, we're recruiting any help we can get on getting info about the game.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on March 04, 2014, 10:10:43 AM
I joined, it's a nice hangout site. Reminds me of Blade & Soul Dojo when it first started.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: VJPholwanna on March 09, 2014, 08:18:55 PM
We're getting more information and added a wiki, which looks like shit right now, but it's there.

If anyone has any more information or knows how to use mediawiki or edit pages, and has an interest in TOS, please come join.
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on March 21, 2014, 01:05:26 AM
Copied from the official FB Page.

(https://scontent-a-lga.xx.fbcdn.net/hphotos-ash3/t1.0-9/1743623_479948922131327_1972824028_n.jpg)

"Hello everyone. We are ‘Tree of Savior’ Team.

We have successfully completed FGT which was carried out for the last 4 weeks with lots of support and interest from many people.

We want to say “Thank You” to everyone, especially to those gamers who have participated FGT.

The suggestions and the comments that you have given us during those tests will be our great assets for further improvement and development for ‘Tree of Savior’.

The future plans will be announced as soon as they get specified and we will try our best to meet all of you again with astonishing qualities in the game.

Thanks."
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ergroilnin on March 21, 2014, 01:09:41 AM
I don't like the fact they look like not using mouse at all :<
Title: Re: Tree Of Savior (Project R1) Additional Info
Post by: Ryochan on March 21, 2014, 02:10:04 AM
Try directionally jumping, and quick reaction manual dodging with a mouse click =X.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Ergroilnin on March 21, 2014, 02:14:22 AM
I am not saying that playing with mostly or only keyboard is bad, but it will feel less RO.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Rya.Reisender on March 21, 2014, 10:00:12 AM
That you play RO with mouse is not one of the reasons why I love RO, so I can live with that.

I just hope for gamepad support because I prefer that over pure keyboard gaming.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Murray on March 25, 2014, 07:28:59 PM
Quote from: Rya.Reisender;1391785
That you play RO with mouse is not one of the reasons why I love RO, so I can live with that.

I just hope for gamepad support because I prefer that over pure keyboard gaming.


I hope they keep the attack speed thing from RO in, in a similar way.

So that you can actually hit really fast if you plot your stats and gear for it, instead of it being "super realistic" in that sense.

The no mouse thing really is a different way of thinking though, it makes for an odd eight-direction type navigation, which could be interesting.

It definitely seems like it might be focused on gamepads and keyboards, but I hope they don't have tab targeting. I'm getting a bit tired of that.

It's nice to lock onto a monster, but it should be optional.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Charon on March 26, 2014, 02:22:19 AM
Maybe it feels less RO, but it feels more Crystal Chronicles <3 so in that regard, YAY :D

mouse navigation in RO was glitchy as heck anyway.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: reimu on March 29, 2014, 02:02:16 PM
shut up and take my moneh!
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Rya.Reisender on April 01, 2014, 02:26:37 AM
Quote from: Murray;1392316
Quote from: Rya.Reisender;1391785
That you play RO with mouse is not one of the reasons why I love RO, so I can live with that.

I just hope for gamepad support because I prefer that over pure keyboard gaming.


I hope they keep the attack speed thing from RO in, in a similar way.

So that you can actually hit really fast if you plot your stats and gear for it, instead of it being "super realistic" in that sense.

Well it could be done even with pure gamepad/keyboard controlling for example you could just keep the attack button pressed and then the character keeps hitting in ASPD.

But from the videos I saw so far, it doesn't look like you will be actually using your normal attack much. In fact does any character use a normal attack ever in any of the footage released?
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Ryochan on April 01, 2014, 09:34:33 AM
Quote from: Rya.Reisender;1392876
Quote from: Murray;1392316
Quote from: Rya.Reisender;1391785
That you play RO with mouse is not one of the reasons why I love RO, so I can live with that.

I just hope for gamepad support because I prefer that over pure keyboard gaming.


I hope they keep the attack speed thing from RO in, in a similar way.

So that you can actually hit really fast if you plot your stats and gear for it, instead of it being "super realistic" in that sense.

Well it could be done even with pure gamepad/keyboard controlling for example you could just keep the attack button pressed and then the character keeps hitting in ASPD.

But from the videos I saw so far, it doesn't look like you will be actually using your normal attack much. In fact does any character use a normal attack ever in any of the footage released?
Yes, the archer and sword class did. Though the attack speed for the swordsman was kinda slow at the time of the vid.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: TJM on April 03, 2014, 09:19:02 PM
I just hope they support gamepads and not just kb!
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Reverie on April 03, 2014, 11:50:49 PM
Could always use more gamepad MMOs. I'm enjoying using one for Phantasy Star Online 2.
Title: Re: Tree Of Savior (Project R1) FGT is finished.
Post by: Ryochan on April 12, 2014, 07:58:38 AM
Leaked Ranger Vid in 1st post.
Title: Re: Tree Of Savior (Project R1) Char/Movement/Weather mini demo
Post by: Rastaban on April 13, 2014, 02:49:29 PM
It's like Ragnarok Online and Granado Espada had filthy, forbidden sex, and this is their lovechild.
 
 I'm intrigued.
Title: Re: Tree Of Savior (Project R1) Char/Movement/Weather mini demo
Post by: TJM on April 14, 2014, 09:04:50 AM
Damn, this game is pretty.
Title: Re: Tree Of Savior (Project R1) Char/Movement/Weather mini demo
Post by: Rya.Reisender on April 15, 2014, 02:11:19 AM
From the video footage it actually looks like there is no camera rotation in this game. That's something positive for me.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Ryochan on April 30, 2014, 07:45:15 PM
updated first post
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: ymcmb on May 01, 2014, 03:13:35 AM
really looking forward to it
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Zerozaku on May 01, 2014, 10:52:01 AM
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 class change to pyromancer(rank2 class) or cryomancer(rank2 class), or you can choose neither and retain your Wizard class and advance to circle 2. Advancing to Wizard circle 2 will allow the character to either learn higher level of the wizard skills or new advanced wizard skill(s).

As your character progresses through the game, you will be presented with another option of choosing (rank2 class)pyromancer, (rank2 class)cryomancer, (rank3 class) linker, (rank3 class) psychokino, or simply advance to circle 3 wizard.
(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_41-500x317.jpg)

Below screenshot shows rank 3 warrior class info screen.

(http://blog.treeofsavior.com/wp-content/uploads/2014/04/ts01_71-500x280.jpg)

*Note in this screenshot, the character has gone through circle 2 warrior and circle 2 (rank2 class)Peltastar."
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: TJM on May 02, 2014, 04:46:53 AM
Thank you Ryochan for the continued updates and Zerozaku for expanding on the class progression question.

I have to say, this game has me even more excited now. Everything sounds really good right now. From the class system, to the combat and the fact that equipment now have their own unique graphics - something which Gravity planned for RO but never managed to get around to, and something which I've also always wanted. The fact that you are given a choice to upgrade to the new class' outfit or stick with your current one is also very cool.

This game seems perfect for gamepad play so I'm confident they'll have that in the game at some point.

The wait for this game just got even more excruciating though. I hope someone picks this up for release in the west or that they do it themselves and not years after its been out.

Next I'd love to hear about the item system.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Hrishi on May 02, 2014, 05:33:29 AM
Really interested in the item system too. I'm terrified that it's going to have a lot of bound gear, which I absolutely hate. Honestly one of the biggest pieces of information I'm waiting for.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Zerozaku on May 02, 2014, 10:24:45 AM
I'm actually more interested in how many times we can "level up" our class (circle system as well as job change system). The warrior screenshot shows that we get at least 4 chances to do so (Warrior -> Warrior circle 2 -> Peltastar -> Peltastar circle 2 -> 3rd rank class)
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Ankle Snare on May 02, 2014, 11:04:51 AM
so excite.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Prodigy on May 02, 2014, 11:36:22 PM
The class system sounds similar to Luna Online. Basically, you have 1st class, then 2-1 and 2-2 class, and 3-1 and 3-2 class. Except, you can go 1st class > 2-1 > 3-2 or the other way around 1st > 2-2 > 3-1.

As creative as that might sound, it will probably boil down to players figuring out which is the best path per class, because some paths clearly had the advantage over other paths.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: VJPholwanna on May 04, 2014, 04:29:22 PM
Yeah,ToSSource still needs a user who knows how to mediawiki.
Title: Re: Tree Of Savior (Project R1) 1st Q&A
Post by: Ryochan on May 09, 2014, 03:57:58 PM
Quote from: TJM;1394747
Thank you Ryochan for the continued updates and Zerozaku for expanding on the class progression question.

I have to say, this game has me even more excited now. Everything sounds really good right now. From the class system, to the combat and the fact that equipment now have their own unique graphics - something which Gravity planned for RO but never managed to get around to, and something which I've also always wanted. The fact that you are given a choice to upgrade to the new class' outfit or stick with your current one is also very cool.

This game seems perfect for gamepad play so I'm confident they'll have that in the game at some point.

The wait for this game just got even more excruciating though. I hope someone picks this up for release in the west or that they do it themselves and not years after its been out.

Next I'd love to hear about the item system.

No prob =). Also Inven interview translated link in first post. (Not enough space in one post to do it all =X)
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Ryochan on May 14, 2014, 11:58:32 AM
Official English Blog is up~
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: TJM on May 15, 2014, 11:31:40 AM
It is so cool how they are keeping in touch with international fans.
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Rya.Reisender on May 16, 2014, 01:27:09 AM
Yep! They are no Sega, that's for sure.
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Zerozaku on May 16, 2014, 11:42:15 AM
Since Gravity is out of the question, I wonder which publisher will pick this game up when it's ready...
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Murray on May 18, 2014, 04:29:29 AM
I'm somehow anticipating(in horror) NCSoft.
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Burning!!! on May 20, 2014, 12:57:41 PM
Or worst. Aeria games.
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Murray on May 24, 2014, 01:03:58 PM
New images out that have been attempted translated in .. spanish for some reason.


(http://i.imgur.com/ut36P1T.jpg)

(http://i.imgur.com/pT9DV2i.jpg)

(http://i.imgur.com/FuoiMBU.jpg)

(http://i.imgur.com/iXaHBAr.jpg)

(http://i.imgur.com/VtCIMQE.jpg)

(http://i.imgur.com/h2c3Q7z.jpg)

(http://i.imgur.com/TPW6BqF.png)

(http://i.imgur.com/29vfU36.png)
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Kogi on May 24, 2014, 02:29:36 PM
That's portuguese, by the way.

I could try to translate to english, but I'm terrible at editing images...
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Ryochan on May 25, 2014, 11:29:56 AM
That's from the Brazilian Fansite. ToS will update their English Blog tomorrow. I'm just waiting for that.
Title: Re: Tree Of Savior (Project R1) Official English Blog
Post by: Ryochan on May 26, 2014, 12:52:18 AM
Page 1 and 2 updated in English~ http://blog.treeofsavior.com/en/?paged=2
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Ryochan on May 30, 2014, 10:02:11 AM
Love the fast little updates~ Q&A 3 is up. I will put direct links above the 1st Q&A.
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: teh_hungry_cavalry on May 31, 2014, 08:31:05 AM
game looks better with each blog they make. makes me excited. :)
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Murray on June 01, 2014, 04:07:54 AM
Quote from: Ryochan;1396351
Love the fast little updates~ Q&A 3 is up. I will put direct links above the 1st Q&A.


Just a note, it's a little annoying that you don't put the links in your post as well as the original post.

For those following this thread the extra clicks are unnecessary as you could just post them anyways.
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Ryochan on June 01, 2014, 03:42:22 PM
Quote from: Murray;1396431
Quote from: Ryochan;1396351
Love the fast little updates~ Q&A 3 is up. I will put direct links above the 1st Q&A.


Just a note, it's a little annoying that you don't put the links in your post as well as the original post.

For those following this thread the extra clicks are unnecessary as you could just post them anyways.


Didn't think anyone cared, but ok =P
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Rya.Reisender on June 02, 2014, 02:29:08 AM
Those buff fields are a nice idea, but I hope they will only activate when needed because otherwise there will be a lot of fighting in the party when someone accidentally walks over them despite not needed heal/buff.
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: TJM on June 07, 2014, 10:02:11 AM
Quote from: Rya.Reisender;1396467
Those buff fields are a nice idea, but I hope they will only activate when needed because otherwise there will be a lot of fighting in the party when someone accidentally walks over them despite not needed heal/buff.


Haha, good point. I imagine it'll just ignore you if you already have a buff on you.
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Ryochan on June 13, 2014, 04:26:10 PM
Q&A 4. Talks about combat, pets, and exp. http://blog.treeofsavior.com/en/?p=115
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Murray on June 15, 2014, 07:42:23 AM
Quote from: Ryochan;1396976
Q&A 4. Talks about combat, pets, and exp. http://blog.treeofsavior.com/en/?p=115


Now this is quite interesting.

The gameplay looks very smooth as well, which is great!
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Prodigy on June 15, 2014, 11:02:39 PM
Quote from: Ryochan;1396976
Q&A 4. Talks about combat, pets, and exp. http://blog.treeofsavior.com/en/?p=115

Q) How do stats work? Is it possible to freely allocate the points to stats that have been accumulated by leveling up?

A) 1 point will be given after each level up. You can freely allocate this point on any of four stats.


I'm disappointed about this. In every single game that has a stat system like this (1-2 points per level; every stat costs 1-2 points no matter how high it is), we just end up with 2 basic builds. Either A) Dump everything into one stat, or B) Split between two stats using some ratio (1:1 or 2:1). In either case, imaginative builds just don't work since you either put a lot of points into a stat to make a difference, or don't put any points at all.
Title: Re: Tree Of Savior (Project R1) Q&A3 w/ vid examples
Post by: Ryochan on June 16, 2014, 01:43:13 AM
Quote from: Prodigy;1397175
Quote from: Ryochan;1396976
Q&A 4. Talks about combat, pets, and exp. http://blog.treeofsavior.com/en/?p=115

Q) How do stats work? Is it possible to freely allocate the points to stats that have been accumulated by leveling up?

A) 1 point will be given after each level up. You can freely allocate this point on any of four stats.


I'm disappointed about this. In every single game that has a stat system like this (1-2 points per level; every stat costs 1-2 points no matter how high it is), we just end up with 2 basic builds. Either A) Dump everything into one stat, or B) Split between two stats using some ratio (1:1 or 2:1). In either case, imaginative builds just don't work since you either put a lot of points into a stat to make a difference, or don't put any points at all.

Still in beta, and they listen to community feedback. =)
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Rya.Reisender on June 16, 2014, 02:53:31 AM
Yeah the stat system sounds very disappointing. The increased costs in RO for higher stats is what made hybrid builds viable.

Of course this could in theory also be done by decreasing the use of each stat (e.g. STR 10->11 makes you double as strong while 50->51 only slightly increases you power).

If costs don't increase per stat then usually the most viable build is always "put all stats in the damage increasing attribute", see MapleStory.

Quote
However, when a player’s level exceeds monsters’ levels too much, then EXP points that the player will acquire will start to diminish.
And the reason why I quit RO when renewal came is also in TOS. =/



But what is very positive are the random spawn locations.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: frerouche on June 16, 2014, 06:55:56 AM
I never understood the need to lower experience when outleveling monsters.
The experience needed at that point is such that a much lower monster's experience is already moot. No real point in lowering it even further.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Ergroilnin on June 16, 2014, 07:41:26 AM
Still it will at least allow low level players to exp on high level monsters instead of being basically unable to kill them.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Ryochan on June 16, 2014, 12:02:15 PM
For the stat system though... I am thinking they're relying more on skill/weapon builds now that there are 80+ classes.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Rya.Reisender on June 17, 2014, 01:44:01 AM
Quote from: frerouche;1397189
I never understood the need to lower experience when outleveling monsters.
The experience needed at that point is such that a much lower monster's experience is already moot. No real point in lowering it even further.

The whole problem about this system is the following:
The reason why this system is even implemented is to be able to avoid increasing the "Exp" value on monsters exponentially.

In theory if you want to create a good balance and make fighting harder monsters worthwhile, you will usually want to do something like say "Double HP means quadruple Exp", so you have this:

30 HP = 1 Exp
60 HP = 4 Exp
120 HP = 16 Exp
240 HP = 64 Exp
480 HP = 256 Exp
960 HP = 1024 Exp
1920 HP = 4096 Exp
3840 HP = 8192 Exp

This is basically what RO did while it was still well balanced. But then they kind of didn't want to raise Exp even higher (mainly due to the "Required Exp" soon hitting the 4-byte number cap), so it ended up with lots of monsters that weren't really worth killing. Then they suddenly decided to add monsters that give 5 or 6 digit Exp to make party leveling worth it again and they added Anubis and then the balance was completely ruined.

Now on the other hand if you reduce Exp when your level is higher than the one of the monster, you don't really have to increase Exp much at all. You can just do:

30 HP = 10 Exp (Level 1)
60 HP = 15 Exp (Level 2)
120 HP = 22 Exp (Level 3)
240 HP = 33 Exp (Level 4)
480 HP = 49 Exp (Level 5)
960 HP = 74 Exp (Level 6)
1920 HP = 111 Exp (Level 7)
3840 HP = 166 Exp (Level 8)

Now, why would anybody ever attack anything other than the 30 HP monster which of course means fastest exp / time? Because there is a penalty that nullifies the exp you get from level 1 monsters eventually.

This seems good in theory but it has one MAJOR flaw: Killing harder monsters is not worth it AT ALL. If I still get 111 Exp from that 1920 HP monsters, why should I even want a challenge and try to kill that 3840 HP monster when it only gives 55 Exp more? Waste of time.

Partying also gets ruined. It's always faster exp to go solo. Even if they give a party exp bonus, it's still faster leveling if you keep on fighting the easiest monsters that still gives 100% of its Exp rather than looking for a challenge.

That's why I really hate this system. I rather have ridiculously high numbers then.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Prodigy on June 17, 2014, 09:49:55 PM
MMOs these days no longer split exp when partying. It's a trend that I kinda like and wonder if ToS will do the same.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Rya.Reisender on June 18, 2014, 02:12:02 AM
Even if everyone gets 100% exp in the party, it still doesn't really solve the problem that fighting the easiest monster (that still doesn't penalize exp) is always the most efficient way to get exp and that the game loses "reward for challenge" like that.
Title: Re: Tree Of Savior (Project R1) Q&A 4 Mounts, exp, etc.
Post by: Bui on June 18, 2014, 11:52:01 PM
Can't assume the game plays like Ragnarok.
Title: Re: Tree Of Savior (Project R1) Words from the Art Director
Post by: Ryochan on June 20, 2014, 01:32:32 PM
Art Director's Words: http://blog.treeofsavior.com/en/?p=134

Edit: Dayum they're fast... I like it <3. Q&A 5 http://blog.treeofsavior.com/en/?p=151

SON, I WILL LEND YOU MY POWER! KAMEHAMEHAAA!!!!!!!!!!! (http://blog.treeofsavior.com/wp-content/uploads/2014/06/db_20140620_3.jpg)
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Prodigy on June 20, 2014, 04:21:20 PM
That's an awesome screenshot!
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Rya.Reisender on June 23, 2014, 05:12:09 AM
I really like the art director. Very good decisions.

Gameplay info is good this time too. Though my existing concerns (gamepad support which is still undecided and exp system) prevail.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: TJM on June 23, 2014, 03:29:10 PM
I knew this game wouldn't (couldn't) be like RO when it came to stats because they are going for a very high amount of classes meaning everything will be super specialized.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Rya.Reisender on June 24, 2014, 05:21:06 AM
Quote from: TJM;1397431
I knew this game wouldn't (couldn't) be like RO when it came to stats because they are going for a very high amount of classes meaning everything will be super specialized.

Imo, games that are like this where only "put all points into one stat" is the only viable builds, they should just remove the stat system altogether and let stat growth simply depend on your class. Much easier to balance and players at least don't have to read guides before starting to play just so they don't have to restart when they realize their build is wrong.

Really the only reason why most games have a stat system these days seems to be that it brings in money because people buy reset scrolls.

RO's stat system with increased cost is simply the best one possible. I'd thought about it so much already and always came to the conclusion that it's perfect exactly the way it is. I couldn't even find a stat to add or remove. It needs to be STR, AGI, DEX, VIT, INT and LUK to allow for a high versatility in builds.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Murray on June 25, 2014, 10:20:32 AM
Ro's stats have the most variable stat allocations I've ever seen in any MMO. It's simply beautiful how you can allocate ALL your stats on your own.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Chilly on June 25, 2014, 08:35:26 PM
Well, the stat thing isn't too disappointing yet, we don't know if there will be a stat limit or even what the max level is (based on screen shots i would guess lvl 250 for the final release).

While the most recent videos about attack speed got me excited at first, they quickly got me disappointed after i started thinking from a competitive/pvp point of view.  the idea of hitting buttons faster to do more attacks sounds good at first, but i'm sure people will quickly make macros to do everything for them while they focus on dodging or potting or aiming skill shots.

But, nothing is final yet, still can't wait for the international beta!
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Ryochan on June 27, 2014, 08:12:59 AM
Q&A 6 Talks a little bit about classes and your barrack. http://blog.treeofsavior.com/en/?p=172

Edit: (getting an error when I try to update first post).
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Prodigy on June 27, 2014, 11:52:34 AM
^Judging from that, it seems that the reason there are about 80 classes is because crafters and other miscellaneous non-combat jobs are part of the class system, similar to FF 14 before the remake if I recall correctly, instead of being secondary professions like in WoW.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: sillbrink on June 27, 2014, 10:58:35 PM
I appreciate the updating of this post.

Every time I read new information I get more and more excited. I love the idea of tons of classes and different progressions. Offclass builds that are main classes sounds so great. I like to work hard to make crazy builds and when I make them work I feel great. I just hope something similar exist in this game.

Nothing was better in RO than meeting up with another person with a similar crazy build like myself.
lvl 99 battle shepherd here I come :p
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: TJM on June 28, 2014, 09:51:53 AM
(http://i.imgur.com/WQPFil8.png)

That screenshot is interesting because, as someone from /r/treeofsavior pointed out, the Fletcher in the screen has a skill from the Pelstast class seen here (http://1.bp.blogspot.com/-UzojRrmVykU/U4Lt6zV9kYI/AAAAAAAAAPU/CQpYbzaKmBs/s1600/Dev05.png)

Could this mean that these crafting classes are more like professions from WoW or that there is a way to mix and match skills from different classes? I asked in the facebook about dual class/skill mixing so hopefully they talk about it in the next Q&A...
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Rya.Reisender on June 30, 2014, 01:35:54 AM
It's kind of weird, Monks use their fists to attack but they can just equip any weapon and the stats apply to the attacks?


The class system seems really interesting. I'd really like to see a game where your class can be as specialized as "you can create arrows and open up your arrow shop for archers". I always missed in other MMORPGs that most of the trading is still with NPCs rather than with other players.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Prodigy on June 30, 2014, 01:10:00 PM
Quote from: Rya.Reisender;1397695
It's kind of weird, Monks use their fists to attack but they can just equip any weapon and the stats apply to the attacks?

Probably just a balance thing. In RO, look at TKK compared to TKM. They both use kicks, but having a weapon (book) is a big advantage to not having one. They probably want Monks to look bare-fisted, so there's no point in creating knuckle weapons. Plus, Monks using spiked knuckles never made sense to me anyways. That feels more like street brawlers than actual Monks.
Title: Re: Tree Of Savior (Project R1) Q&5 and Art Director's words
Post by: Crossheart on July 02, 2014, 07:29:22 AM
Quote from: Rya.Reisender;1397695
It's kind of weird, Monks use their fists to attack but they can just equip any weapon and the stats apply to the attacks?



Diablo3 Monks are like that :lol:
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: TJM on July 04, 2014, 10:55:09 AM
New video update:
https://www.youtube.com/watch?v=qe843EoZshE

Holy shit that looks so fucking cool. So many unique and interesting skills.
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Murray on July 04, 2014, 11:44:29 AM
Ooh my god. This looks amazing.
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Ryochan on July 04, 2014, 05:02:51 PM
Translated version comes Monday.
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Zerozaku on July 04, 2014, 08:39:09 PM
I had some spare time to translate this week's Q&A for those that want to read before Monday.

[spoiler]
Tree of Savior Q&A #7

Hello, I'm syKim from Tree of Savior development team.

I will answer the questions that we received from various different social media and introduce new classes. Please keep in mind that information given below may change in the future as the game is still under development.

Q) I really hope that quests would not interfere with the open world play.
A) As I have answered before, there are many quests in Tree of Savior, but you will still be able to enjoy the open world without completing most of the quests. However, some quests may provide important rewards, so you may want to choose to complete them as needed.

Q) Can monk class equip weapons?
A) Just as warriors can equip wands and wizards can equip hammers, monks can wear several different weapons.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/db7_monk.jpg)

^ Dual wielding monk

Q) Is SoundTeMP team in charge of the music in Tree of Savior?
A) SoundTeMP is a team of several musicians involved in the development of this game and they are still working with us. Both Tree of Savior sound director, Sevin, and the director writing this response were the founding members of SoundTeMP so it's even more enjoyable to work with them.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/db7_sevin.jpg)

^ ToS sound director, Sevin

Q) You said there is a shepherd-like class, so are there non-combat classes like chef and fisherman in the game? I want to be a chef.
A) There are classes with only combat related skills and others with many non-combat skills. Chef and fisherman are not included in the 80 classes available in the game, but since a simple cooking system is a planned feature in Tree of Savior, it would be possible for us to include those classes as the game is updated in the future.

We will provide a short explanation of several magician and priest classes for this week.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/tos_linker_m.gif)
^ Linker is a class with skills that bind and group characters.

Damage and de-buffs can be spread between linked enemies. Bound enemies can be grouped together to help allies in combat. Allies can be linked to disperse the attacks, reducing the damage taken, and share potion and buff effects as well.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/tos_psyco_f.gif)
^ Psychokino is a class that utilizes psychokinetic power.

Psychokinesis can be used to damage enemies directly, or drag them and reposition them in a row. This skill is useful in party play. Also, telekinesis can be used to forcibly relocate enemies or smash the enemies together to deliver an impact directly.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/tos_necro_f.gif)
^ Necromancer is a class that collects corpses.

Collected corpses are stored within "necronomicon" to be used in necromancy skills. Collected corpses can be used to erect protective barrier on yourself or attack enemies directly. Necronomicon can be directly fitted with beast boss monster card that increases the status of summoned monster "Shoggoth" and improve its AI.

(http://blog.treeofsavior.com/wp-content/uploads/2014/07/tos_sadu_f.gif)
^ Sadhu is a class that can use astral projection technique.

Astral form cannot move too far away from the its physical body, but it's able to move very quickly within the radius. Astral form cannot be attacked or detected by the enemy, but its physical damage is extremely vulnerable to harm.
Astral form can be self destructed to deal powerful damage to many enemies.


[ame=http://www.youtube.com/watch?v=DQUPqvTWG50]www.youtube.com/watch?v=DQUPqvTWG50[/ame]

^ Video to help you understand better

That's all for this week's "Weekly Tree of Savior News". Feel free to ask other questions on the blog or facebook page.
[/spoiler]
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Prodigy on July 04, 2014, 09:00:40 PM
SoundTeMP fun.

I approve of the Linker class. Really, I just loooooove the idea of a pure support class. You know, an actual support brings something other than 946359 flavors of heal. I am soooo sick and tired of MMOs being limited to tank/dps/healer, and then people complaining about how there's little to no variety.
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Crossheart on July 05, 2014, 12:39:33 PM
I love how many of this classes feel so unique to play!!!
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Zerozaku on July 06, 2014, 11:39:21 PM
There seems to be a discrepancy in the information provided between Korean and English blogs for Sadhu class. Korea description says: 이탈 중인 유체는 공격을 받지 않으며 적에게 눈치채이지도 않지만 대신 본체가 직접 공격당한다면 큰 피해를 보게 됩니다. Which literally translates into "Astral form cannot be attacked or detected by monster, but physical body is vulnerable to attacks". Whereas, English version states that astral form can sometimes be detected, and the monster will go after physical body.
Title: Re: Tree Of Savior (Project R1) Q&6 Brief Char/Barracks info
Post by: Ryochan on July 06, 2014, 11:44:39 PM
Q&A 7 talks a bit more about classes + video http://blog.treeofsavior.com/en/?p=180
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Rya.Reisender on July 06, 2014, 11:51:44 PM
Wow, those classes are really unique!

Also yay to SoundTeMP, but I already knew they'll be involved.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: TJM on July 11, 2014, 11:53:18 AM
Any D2 necro fans in here? Blog post #8 should make you happy. There is a zombie spamming class in the game and it looks awesome

http://blog.treeofsavior.com/?p=440

Those mounted skills look freaking awesome
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: boncer on July 12, 2014, 05:11:01 AM
any more infos about teh cbt?
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Ryochan on July 12, 2014, 01:32:35 PM
Nupe, or I would of posted the info for upcoming CBT xP Also Eng Translation should be coming by Monday. Translator is on his honeymoon now.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 16, 2014, 07:59:27 AM
This project looks pretty ace! I remember when some people criticized me when I talked how shit Ro2 was before it even published but this looks pretty good and maybe this game has potential.. There is 4 small thing that I dont personally like.. The graphics theme is typical fairytale MMo:ish and it looks pretty gothic dark..  I would prefer Ro1 style. More vibrant... yeah but this game is not RO.... So I should  not excepts same art style...  Class Character design looks too same to me .. there are like a 7 wizard classes and  the design of those classes does not looks too different from each other... character's walking looks really slow in the Tree of Savior trailer.. I hope they fix it... Also when I watched some gameplay video.. why the camera was too Zoomed in??

I found this from Tree of savior forum.. Character Attributes and Elements translation.. Its seems there is no attack speed :(

Source: http://forum.tree-of-savior.com/viewtopic.php?f=9&t=14

(http://www.tree-of-savior.com/news_img/stats.png)
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Charon on July 16, 2014, 03:37:36 PM
Quote from: Beetleking;1398729
This project looks pretty ace! I remember when some people criticized me when I talked how shit Ro2 was before it even published but this looks pretty good and maybe this game has potential.. There is 4 small thing that I dont personally like.. The graphics theme is typical fairytale MMo:ish and it looks pretty gothic dark..  I would prefer Ro1 style. More vibrant... yeah but this game is not RO.... So I should  not excepts same art style...  Class Character design looks too same to me .. there are like a 7 wizard classes and  the design of those classes does not looks too different from each other... character's walking looks really slow in the Tree of Savior trailer.. I hope they fix it... Also when I watched some gameplay video.. why the camera was too Zoomed in??

I found this from Tree of savior forum.. Character Attributes and Elements translation.. Its seems there is no attack speed :(

Source: http://forum.tree-of-savior.com/viewtopic.php?f=9&t=14

(http://www.tree-of-savior.com/news_img/stats.png)


I don't see how the class designs could be more creative and diverse o_o
Chronomancer for example has XII in front and IX on the left side...it's a clock! That blew my mind xD


Walking isn't fast because you can also run and because you have stamina that gets depleted while running or perhaps even some other things.


As for attackspeed, it's not really clear whether it's all about key spamming or not, but in the Q&A#8 the chronomancer is shown increasing a characters attackspeed.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 17, 2014, 07:39:31 AM
Quote from: Beetleking;1398729

I don't see how the class designs could be more creative and diverse o_o
Chronomancer for example has XII in front and IX on the left side...it's a clock! That blew my mind xD

There are a lot of good  desing but there is something that make them look same?? Maybe the art style? There is still 80 class so I shouldn't worry...

Quote from: Charon;1398738
Walking isn't fast because you can also run and because you have stamina that gets depleted while running or perhaps even some other things.

So its like a Diablo 2? That sounds good to me..

Quote from: Charon;1398738
As for attackspeed, it's not really clear whether it's all about key spamming or not, but in the Q&A#8 the chronomancer is shown increasing a characters attackspeed.

There is Agi and now buff that gives a more attackspeed..So there must be  some kind of attackspeed exist! I really hope that we can attack monster automatically by holding the X key... So we dont need smash  X key like a crazy when we are killing monster..

Does 80 class make you  people worry? How they can balance 80 class with so many unique skill?? It would take them so fucking long to make them! Even Ro1 does not have 80 class and it has been so long..
 

I love the idea of 80 classes because you feel that majority of players have some unique power.. like in Hunter x Hunter series.. I really hope they make this happen without failing..
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Chilly on July 17, 2014, 11:07:03 AM
Quote from: Beetleking;1398729
character's walking looks really slow in the Tree of Savior trailer.. I hope they fix it... Also when I watched some gameplay video.. why the camera was too Zoomed in??

I found this from Tree of savior forum.. Character Attributes and Elements translation.. Its seems there is no attack speed :(
My guess is that they will make mounts and buffs give some kind of move speed increase, we already saw a bit of how it works with chromomancer and pets.  Also, the original trailers show how far you can zoom out :P

Quote from: Charon;1398738
As for attackspeed, it's not really clear whether it's all about key spamming or not, but in the Q&A#8 the chronomancer is shown increasing a characters attackspeed.
One of the previous gameplay videos was showing how you can increase your attack speed by hitting Z and X faster too, so i'm guessing you have a natural attack speed (possibly weapon based or agi based) and then you can further increase it with buffs like the chronomancer one, and then further increase that by switching between Z and X faster too.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 17, 2014, 11:33:13 AM
Quote from: Chilly;1398772
Quote from: Beetleking;1398729
character's walking looks really slow in the Tree of Savior trailer.. I hope they fix it... Also when I watched some gameplay video.. why the camera was too Zoomed in??

I found this from Tree of savior forum.. Character Attributes and Elements translation.. Its seems there is no attack speed :(

My guess is that they will make mounts and buffs give some kind of move speed increase, we already saw a bit of how it works with chromomancer and pets.  Also, the original trailers show how far you can zoom out :P


Good to hear that!

Quote from: Chilly;1398772

One of the previous gameplay videos was showing how you can increase your attack speed by hitting Z and X faster too, so i'm guessing you have a natural attack speed (possibly weapon based or agi based) and then you can further increase it with buffs like the chronomancer one, and then further increase that by switching between Z and X faster too.


Does that sound bit annoying? It would  be better with automatic attack instead of pressing Z and X all the time.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Prodigy on July 17, 2014, 11:34:54 AM
Quote from: Beetleking;1398762
Does 80 class make you people worry? How they can balance 80 class with so many unique skill?? It would take them so fucking long to make them! Even Ro1 does not have 80 class and it has been so long

My guess is, they don't care. At least not in the same way that modern MMO's seek balance. Look at Pre-Renewal, and even Pre-Trans RO. Everyone was content with playing classes that are extremely specialized and have discrete roles in PvE/MvP/WoE. Balance was less of an issue then because every class has its own niche, and had little overlaps with other classes. Balancing became a nightmare in Renewal because everything suddenly boiled down to being a good killer vs being a bad killer.

The way modern MMOs try to balance things, is if you're a damage dealing class, then it has to be able to do the same things as every other damage dealing class. Same with healers and tanks. This was not much of an issue with Pre-R RO. Years went by without making any numbers adjustments to the skills then.

Plus, modern MMOs are stubbornly stuck to the Trinity which makes it hard to have so many different classes, especially utility classes. Putting it in RO terms, classes like Sage, Bard, Dancer, Soul Linker, Alchemist, Rogue would never fit in a modern MMO. So my guess is with the 80+ classes of ToS, we'll see some really obscure and fun classes that don't fit traditional roles.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 17, 2014, 05:45:33 PM
This was first screen of Tree of savior..

(http://img1.mmo.mmo4arab.com/news/2013/08/13/pr101.jpg)
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Rumm on July 17, 2014, 07:11:08 PM
^looks beautiful!!
Quote from: Prodigy;1398774
Quote from: Beetleking;1398762
Does 80 class make you people worry? How they can balance 80 class with so many unique skill?? It would take them so fucking long to make them! Even Ro1 does not have 80 class and it has been so long

My guess is, they don't care.
Eh, 80+ classes are easy to make WITH balance; you just give each class 3~6 skills instead of 15~25 like RO. If you think about it RO really wasted potential class options with have too much going on within a single class (i.e. sorcerer).
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 18, 2014, 04:44:02 AM
Hey guys! New blog post from Tree of savior.. New video last 2:24! minute!! Looks pretty fucking awesome!! Those skills hot fucking damn... This game might has most creative mmo skills ever!  You can make your friend hand/weapon bigger  to take more damage  and you can kick some fireball :D

http://blog.treeofsavior.com/








Found some interesting  stuff from Internet.. not sure what it is but I really like those items desing!


(http://i.imgur.com/nE9jJPv.jpg)


This remind me of Diablo 3.


(http://i1.2pcdn.com/node14/image/game/5288955361fc2e0fd38d059e/5288958261fcde67c81b87a1/20131117050815a0dmtuk7ohf79cuw.jpg)



This is big!!!

(http://i419.photobucket.com/albums/pp280/GinXD/open_zpse430ed79.jpg)
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Chilly on July 19, 2014, 01:45:28 PM
I'm really starting to love the way certain classes have skills that  work together with other classes, like the fireball being knocked around  and hit into enemies (allowing a melee class attack from a distance),  the size changing skill that is needed to allow other classes to use  their size dependent skills effectively, and that formation skill that  controls other players and apparently transfers stats to them too.

I  can tell already that partying in this game will be ridiculously fun,  the only thing i'm worried about is pvm and boss fights being too easy  lol.

Quote from: Rumm;1398780
^looks beautiful!!
Quote from: Prodigy;1398774
Quote from: Beetleking;1398762
Does 80 class make you people worry? How they can balance 80 class with  so many unique skill?? It would take them so fucking long to make them!  Even Ro1 does not have 80 class and it has been so long

My guess is, they don't care.
Eh, 80+ classes are easy to make WITH balance; you just give each class  3~6 skills instead of 15~25 like RO. If you think about it RO really  wasted potential class options with have too much going on within a  single class (i.e. sorcerer).
I have to agree here it would probably be easy for them to balance if  each class only has 3-6 skills, but then there wouldn't be much build  diversity unless it was impossible to max out every skill.  They did  mention somewhere that there would be different "levels" for each class,  i'm not sure if they mean job levels though.  They also mentioned the  base classes have tiers where you can advance to 2nd tier to upgrade  your existing skills to be stronger or higher level then someone who  advanced to a different class completely (for example: going from wizard  to wizard 2 instead of wizard to pryomancer).  So i hope if they only  have 3-6 skills per class that we can only max out 1-2 before advancing  to the next class and focusing on a certain build instead of everyone  playing a certain class having the exact same skills and stats.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 19, 2014, 03:14:48 PM
Quote from: Chilly;1398869
I  can tell already that partying in this game will be ridiculously fun,  the only thing i'm worried about is pvm and boss fights being too easy  lol..

Good thing is..

 They're tweaking the difficulty though after FGT said it was a bit too easy..

Source::


Q2) I know that you had FGT for the first time back in February.  What kind of feedback did you receive from the people who had participated FGT?

A2) We received lots of feedback and advises on the matters such as balances between the classes, quest flows, difficulty level, controllability of a few classes, interfaces, and etc.  Most of them told us that the game is very fun and they enjoyed a lot.  They also told us that they will play the game again once the game starts it’s service.  However, since we had only invited a small number of users to our studio, most of the feedback that we received were concentrated on the first impression of the game and the contents in the game.  Therefore, we haven’t tested and verified the game’s feasibility on the environment where lots of users are connected at the same time.  We plan to test this when we launch our CBT which is scheduled within this year’s summer.


Q) How hard are the bosses?  Do we need to control the game like action genre games?

 

A) It depends on each player’s controllability, but we think that it will not be hard if you understand the patterns of the bosses’ movements.  The bosses that will appear on the raids and the fields may be little more difficult.

http://blog.treeofsavior.com/en/?p=21

http://blog.treeofsavior.com/en/?p=63
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Ergroilnin on July 19, 2014, 03:40:00 PM
I really love the frequent updates on this game as of late. The only thing I am worried about is the difficulty. I wouldn't really enjoy having me play special role because the game
is too hard otherwise or on the contrary, the game is too easy.
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Beetleking on July 19, 2014, 05:08:29 PM
Okay guys now there are the #8 #9 english translation.. http://blog.treeofsavior.com/en/


I took this from #8  english translation.


Does this mean that there are attack speed in this game?

“Chronomancer” is a class which controls time.

It can increase movement speed, and it can also temporarily increase attack speed as well. It can stop the enemies’ movement and it even restores the time back to a few seconds so that the environment around you are the way they were when they were a few seconds back.
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Ryochan on July 21, 2014, 12:01:07 PM
Updated first post. Kinda wish the vids had english translation too though lol.
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Zerozaku on July 21, 2014, 02:20:33 PM
They do have English translation for the video though. Texts in the video is exactly identical to class introduction.
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Ryochan on July 21, 2014, 09:25:14 PM
Quote from: Zerozaku;1399037
They do have English translation for the video though. Texts in the video is exactly identical to class introduction.


^ Ah I did not know that.
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Rya.Reisender on July 23, 2014, 02:04:27 AM
Chronomancer sounds a bit crazy.

What if someone finds a rare drop and you turn back time? Will he lose that drop?
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Chilly on July 23, 2014, 11:15:56 AM
Quote from: Rya.Reisender;1399267
Chronomancer sounds a bit crazy.

What if someone finds a rare drop and you turn back time? Will he lose that drop?
They announced that using the skill to reverse time will work on everything except items (and hopefully exp too), so if you kill a boss or a party member dies, using the skill right away will revive them all but your inventory stays the same.  I'm assuming this means you can basically get double loots from bosses with this skill.
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Beetleking on July 25, 2014, 03:58:40 AM
Q&A #10 [KR]


http://blog.treeofsavior.com/?p=504
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Prodigy on July 25, 2014, 10:10:02 AM
^English version is up. Same link, just click on English below the banner.

That Pyromancer fireball looks like such an amazing concept. Pyro drops a fireball on the ground, and allies can whack it towards an enemy.

Centurion formation . . . looks awesome. Quite the unique idea I would say. Having one player control the movement of the entire party. Who'd ever thought of that in an MMO?
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Beetleking on July 25, 2014, 11:10:19 AM
Quote from: Prodigy;1399404
^English version is up. Same link, just click on English below the banner.

That Pyromancer fireball looks like such an amazing concept. Pyro drops a fireball on the ground, and allies can whack it towards an enemy.

Centurion formation . . . looks awesome. Quite the unique idea I would say. Having one player control the movement of the entire party. Who'd ever thought of that in an MMO?


Here is unofficial translation of 10 Q&A .

http://www.tree-of-savior.com/
Title: Re: Tree Of Savior (Project R1) Q&A 7 More Class Info + Video
Post by: Charon on July 27, 2014, 03:29:53 AM
Quote from: Chilly;1398869
I'm really starting to love the way certain classes have skills that  work together with other classes, like the fireball being knocked around  and hit into enemies (allowing a melee class attack from a distance),  the size changing skill that is needed to allow other classes to use  their size dependent skills effectively, and that formation skill that  controls other players and apparently transfers stats to them too.

I  can tell already that partying in this game will be ridiculously fun,  the only thing i'm worried about is pvm and boss fights being too easy  lol.

Quote from: Rumm;1398780
^looks beautiful!!
Quote from: Prodigy;1398774

My guess is, they don't care.
Eh, 80+ classes are easy to make WITH balance; you just give each class  3~6 skills instead of 15~25 like RO. If you think about it RO really  wasted potential class options with have too much going on within a  single class (i.e. sorcerer).
I have to agree here it would probably be easy for them to balance if  each class only has 3-6 skills, but then there wouldn't be much build  diversity unless it was impossible to max out every skill.  They did  mention somewhere that there would be different "levels" for each class,  i'm not sure if they mean job levels though.  They also mentioned the  base classes have tiers where you can advance to 2nd tier to upgrade  your existing skills to be stronger or higher level then someone who  advanced to a different class completely (for example: going from wizard  to wizard 2 instead of wizard to pryomancer).  So i hope if they only  have 3-6 skills per class that we can only max out 1-2 before advancing  to the next class and focusing on a certain build instead of everyone  playing a certain class having the exact same skills and stats.

The diversity will come from being able to advance to any other class in your branch next.

Say you go wizard branch. Then your rank 1 class is Wizard. After you master that and can advance to rank 2 (though we don't know how that happens yet), you can then choose between:
-wizard II
-pyromancer
-cryomancer

whatever you choose is your rank 2 class. For rank 3 then 2 new classes are added again, so your choices become:
-wizard II (wizard III if you chose II before)
-pyromancer (pyromancer II if you chose it before)
-cryomancer (cryomancer II if you chose it before)
-linker
-psychokino

then for rank 4, maybe 2 more are added yet again (Im speculating its the other 2 we heard of so far), so your fourth choice as a wizard is then:
-wizard II ( III / IV if chosen once/twice before)
-pyromancer ( II / III if chosen once/twice before)
-cryomancer ( II / III if chosen once/twice before)
-linker ( II if chosen before)
-psychokino ( II if chosen before)
-necromancer
-chronomancer

and this might continue for quite a few more ranks.
So you could go
wizard1 -> wizard2 -> cryomancer1 -> wizard3 -> linker1 -> cryomancer2 -> pyormancer1 -> wizard4 -> chronomancer1 -> linker2 -> ....


so essentially, you can
-focus on a single class and improve it over and over
-be a bit of everything
-all the combinations between those 2 extremes
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Beetleking on July 27, 2014, 12:27:58 PM
System sound pretty good! Maybe thats why whe dont have more than 1-2 points stats  per level..
Title: Re: Tree Of Savior (Project R1) Q&A 9 More Class Info + Video
Post by: Ryochan on July 28, 2014, 01:16:58 AM
Q&A 10 focuses on class abilities, upgrades, and a little artwork http://blog.treeofsavior.com/en/?p=221
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Chilly on August 01, 2014, 11:56:51 AM
Q&A 11 is up, reddit seems to be the first with a translation: http://www.reddit.com/r/treeofsavior/comments/2cckuv/qa_11_fans_translation/

Looks like the minimum number of skills a class will have is 5, a little higher than predicted, so i guess the skill trees will be similar to RO's.

Alchemist and Pardoner look pretty fun if you are interested in a crafting class, and it seems they can even setup a shop like merchants and vend their stuff at any time.

So i'm not sure if this is good news or bad news, in the google translation i did they said there was a delay with the closed beta test becoming public due to balance and development, but the aim is to open it this summer and let us know on the blog site.  Summer ends September 23 so hopefully we have less than 2 months to wait.  Only thing i'm not sure about is if this is going to be for korean players only or if it will allow international players to sign up for the beta too, but im getting excited for the beta either way!
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Beetleking on August 01, 2014, 12:14:10 PM
Chilly here is fan translation of Q&A 11  http://www.reddit.com/r/treeofsavior/comments/2cckuv/qa_11_fans_translation/  Its says Not yet confirmed schedule for CBT. Pleases wait for further information.



Holy crap! I love how smooth this game is... Damn 60fps... looks so damn nice..
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Ergroilnin on August 01, 2014, 12:49:01 PM
I am going to be soo addicted to this game x_x
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Beetleking on August 01, 2014, 11:09:49 PM
Older builds leaks.. :/

https://drive.google.com/folderview?id=0B2AuM5meKNHeLXhZZ3JHT3Roblk&usp=sharing
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Ryochan on August 02, 2014, 01:12:33 PM
Quote from: Beetleking;1399679
Older builds leaks.. :/

https://drive.google.com/folderview?id=0B2AuM5meKNHeLXhZZ3JHT3Roblk&usp=sharing


Not Found.
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Ryochan on August 03, 2014, 11:47:22 PM
Q&A 11 talks about various in-game features & classes http://blog.treeofsavior.com/en/?p=227
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Seiryuu on August 04, 2014, 09:22:19 AM
Alchemist so cute!
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Rya.Reisender on August 04, 2014, 12:15:05 PM
With all those unique classes that play completely differently, whenever you create a party you will first need to check what classes are in the group and ask around what they can do because you need to adjust your own playstyle a lot depending on with who you party up with.
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Prodigy on August 04, 2014, 01:44:14 PM
Speaking of parties, I wonder what the party system will be like. Is it mainstream 5/10/20-man where you have to fill all the slots (with a set optimal ratio of tank/heal/dps), or will it be more loose like RO, where we can have a 2-man party, or a 12-man party for all we care?
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Hrishi on August 04, 2014, 07:03:08 PM
Quote from: Prodigy;1399959
Speaking of parties, I wonder what the party system will be like. Is it mainstream 5/10/20-man where you have to fill all the slots (with a set optimal ratio of tank/heal/dps), or will it be more loose like RO, where we can have a 2-man party, or a 12-man party for all we care?


I really hope it's going to be loose. I dislike filling up slots like many mainstream games do.
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Rumm on August 04, 2014, 07:53:08 PM
Actually....I don't think they've mentioned any healing classes yet.  Will there even be healing?
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Rya.Reisender on August 04, 2014, 11:00:24 PM
There are plenty of healing classes. The normal cleric can place healing fields on the ground and if you walk over them you are healed.

There is NO ally targetting at all in the game however, all healing is done with ground effects and combo (synthesis between classes) effects.

See here: https://www.youtube.com/watch?v=L8wR40wut-Y&t=20s
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Chilly on August 06, 2014, 12:51:48 PM
Quote from: Beetleking;1399679
Older builds leaks.. :/

https://drive.google.com/folderview?id=0B2AuM5meKNHeLXhZZ3JHT3Roblk&usp=sharing

Was this the leaked videos/excel files everyone is talking about?  Anyone have a copy still or re-uploaded it somewhere else?
Title: Re: Tree Of Savior (Project R1) Q&A 10 Focus on upgrades + others
Post by: Undo on August 07, 2014, 10:16:01 AM
Quote from: Chilly;1400118
Quote from: Beetleking;1399679
Older builds leaks.. :/

https://drive.google.com/folderview?id=0B2AuM5meKNHeLXhZZ3JHT3Roblk&usp=sharing

Was this the leaked videos/excel files everyone is talking about?  Anyone have a copy still or re-uploaded it somewhere else?
Not sure if it's okay to post here, so I'll PM you a link.
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Crossheart on August 07, 2014, 12:57:51 PM
Exactly what was leaked?
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Ryochan on August 08, 2014, 12:16:48 PM
Quote from: Crossheart;1400156
Exactly what was leaked?
Very old alpha clips the developers shared amongst each other.
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Crossheart on August 08, 2014, 01:30:52 PM
Ok... and new entry on dev´s blog


http://youtu.be/aj7uNOpCPbY (http://youtu.be/aj7uNOpCPbY)

That dievdirbys class looks interesting
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Ankle Snare on August 09, 2014, 07:12:36 PM
whaaaaaatttt! is that last one like a mind-reader or third eye or something?! awesome.
Title: Re: Tree Of Savior (Project R1) Q&A 11 Focus on in-game features + classes
Post by: Ryochan on August 11, 2014, 12:25:31 AM
Q&A 12 talks about more unique classes. http://blog.treeofsavior.com/en/?p=236
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Blind Blade Master? on August 11, 2014, 11:31:51 AM
I have to say it woot shinobi class /heh umm someone tell me if that needs to me spoilered next time please
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Rya.Reisender on August 11, 2014, 12:34:34 PM
The talk about party exp makes me wish that healing and supporting will count as contribution unlike RO.
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Prodigy on August 11, 2014, 01:07:04 PM
Quote from: Rya.Reisender;1400358
The talk about party exp makes me wish that healing and supporting will count as contribution unlike RO.

I know. It sounded a lot like "even share" and "each take". Of course, I don't see why an organized party won't just put it on even share all the time.

The more classes we see, the more ambitious (in a daring to think outside the box way) and creative ToS is coming out to be. So many skills that I would never ever dream of seeing in any of the mainstream (aka Trinity dominated) MMOs.

I am really really really hoping that party compositions will depend on how creative players can get with mixing and matching those unique skills, instead of simply grabbing whoever can bring the most dps/heals.
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Ryochan on August 11, 2014, 04:43:57 PM
Quote from: Prodigy;1400359

I am really really really hoping that party compositions will depend on how creative players can get with mixing and matching those unique skills, instead of simply grabbing whoever can bring the most dps/heals.


That will happen regardless once the game launches, until later on. Once people hop off the "Who the community thinks is the strongest classes" bandwagon, we will start to see unique combinations and more creativity by the players.
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Rya.Reisender on August 12, 2014, 12:44:53 AM
Yeah with that complexity, it will take a while to even find the "optimized party combinations". Most DPS/Heals doesn't seem to matter that much when a single linker can quadruple the damage of everyone if done right.

Quote
I know. It sounded a lot like "even share" and "each take". Of course, I don't see why an organized party won't just put it on even share all the time.
I'd rather have even share enforced then.
Never got into a heated discussion with a party leader because he was the main DD and refused to switch to "Even Share"?
Smart people of course knew that the Priest should always be the leader. =p
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Prodigy on August 12, 2014, 11:21:53 AM
^Nope, can't say I have. Then again, I stopped partying with random strangers ages ago. The only time I ever partied on each take was waaaay back when the repeatable turn-ins were actual events that only happened once every other month or so.
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Ryochan on August 25, 2014, 12:03:22 AM
Q&A 13 Talks about more classes and in-game features.
http://blog.treeofsavior.com/en/?p=243
Title: Re: Tree Of Savior (Project R1) Q&A 12 Focus on more unique classes
Post by: Rya.Reisender on August 25, 2014, 06:11:04 AM
It's interesting how the class tree system pretty much reflects different builds.

Like going from Pyromancer to Elementalist means adding Thunder spells and Stone Curse to your already learned fire spells. That's pretty much one of the possible RO Wizard build routes.
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: Blind Blade Master? on August 25, 2014, 11:28:52 AM
#13 was awesome  I like the monk and now i just want to know more about the game and the shinobi character
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: Kheilon Alistair on August 25, 2014, 03:06:22 PM
that sapper class omg
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: sillbrink on August 25, 2014, 05:35:27 PM
That video was amazing
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: TJM on August 25, 2014, 05:56:02 PM
That Druid, let's go.
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: Beetleking on August 29, 2014, 01:19:19 PM
New stat!!!! New stats its Int!

(http://i.imgur.com/7G2JwqV.jpg)
Title: Re: Tree Of Savior (Project R1) Q&A 13 Talks about classes & in-game features
Post by: Ryochan on September 01, 2014, 01:18:20 AM
Leslie's Test Play covers some things that will be available in beta http://blog.treeofsavior.com/en/?p=249
Title: Re: Tree Of Savior (Project R1) Leslie's Beta Test Play
Post by: Beetleking on September 05, 2014, 07:18:49 AM
CTB is coming here we go!!


http://blog.treeofsavior.com/en/?p=259
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Chilly on September 05, 2014, 09:08:22 AM
Why can't Chronomancers be real, i want to speed up time for the CBT to start
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Ergroilnin on September 05, 2014, 02:15:04 PM
Quote from: Chilly;1401763
Why can't Chronomancers be real, i want to speed up time for the CBT to start


Because internet trolls would delay it indefinitely.
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Ryochan on October 27, 2014, 10:59:33 PM
Gstar is next month. Atm the company is messing around with the beta themselves, fixing stuff. I'm guessing they will continue to improve the beta, until Gstar is finished (where they will most likely show a new trailer, or a CBT trailer etc)
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Zerozaku on November 01, 2014, 12:27:11 PM
(http://blog.treeofsavior.com/wp-content/uploads/2014/10/tos2560x1024.jpg)

ToS developer team testing on a 21:9 monitor.
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: ZeroTigress on November 01, 2014, 06:00:21 PM
Good lord...
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Jayed on November 01, 2014, 06:25:09 PM
Quote from: Zerozaku;1404106
(http://blog.treeofsavior.com/wp-content/uploads/2014/10/tos2560x1024.jpg)

ToS developer team testing on a 21:9 monitor.

Looks better than RO1, anyways
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Ryochan on November 01, 2014, 08:54:42 PM
I'm glad they listened when I and others talked about how dry the color looked. Now it looks much better~
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 07, 2014, 03:43:37 PM
Holy crap this what Ro 2 should look like! I really like that they made it more vibrant!.. Old one looked very dry and boring.!!
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Ryochan on November 09, 2014, 11:36:43 AM
Soon~ http://treeofsaviorgame.com/expo/587/imc-games-confirms-attendance-to-g-star-2014/
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 10, 2014, 06:02:16 PM
Hype!
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: GNU on November 14, 2014, 06:39:31 AM
Tree of savior is getting published by nexon. We're all doomed. The dream is over.
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 14, 2014, 07:14:28 AM
Eh its not over..


Translation: Nexon will be the publisher of Tree of Savior in Korea. imcGAMES will be responsible for business and development. Nexon will be responsible for business marketing. This relationship will not affect CBT internationally We will reveal many images and information during G-Star in Busan. Thank you for your attention. http://treeofsaviorgame.com/tos/618/imcgamess-tree-of-savior-confirms-nexon-publisher-korea/ Kim Hakkyu, Tree of Savior confirms publishing with Nexon
Credit#Andronicus
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Yoyo on November 14, 2014, 09:34:10 AM
Just to be devil's advocate here, Nexon KOREA isn't that bad. Many times games that they publish there have other publishers for their english servers instead, too. It's Nexon NA that you should really be wary of.
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 15, 2014, 02:50:53 AM
Nexon G-Star 2014 video preview featuring ToS


You can see tos at 0.40 its looks  beautiful.. also full HD!
https://www.youtube.com/watch?v=LHuQ6pNZMqo
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Veemon on November 15, 2014, 03:50:20 AM
Quote from: Yoyo;1405426
Just to be devil's advocate here, Nexon KOREA isn't that bad. Many times games that they publish there have other publishers for their english servers instead, too. It's Nexon NA that you should really be wary of.

As long as the "marketing" is in correct way. It's obvious enough how bad RO and RO2 turned off away from its roots because they simply want more money.. We can pay for faster EXP and such but other features shouldn't be locked by "paying more than buying a PS3 game" deal...
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 15, 2014, 07:17:30 AM
More footage... Tree of Savior at: 1:07 and 2:54*

Nexon's G-Star 2014 preview video

https://www.youtube.com/watch?v=fT_qE2GWYbo
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Ryochan on November 19, 2014, 05:51:37 PM
Well, news is coming in a few days, but for now. Here's an awesome Wiki, it also has a forum with a growing ToS community. Maybe you guys will meet other fans with similar interests. http://toswiki.treeofsaviorgame.com/

I signed up not too long ago myself, can register here.
http://forum.treeofsaviorgame.com/member.php?action=register&referrer=526

I'll still be posting updates here on irowiki forums too though.

In other news TREE OF SAVIOR VIDEO
[ame]http://www.youtube.com/watch?v=pjZCASDQZ-o[/ame]
Title: Re: Tree Of Savior (Project R1) Next will be CBT date announcement
Post by: Beetleking on November 19, 2014, 07:33:51 PM
i'm speechless :eek:
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Ryochan on November 19, 2014, 09:48:39 PM
Random Screenshots of classes https://www.facebook.com/media/set/?set=a.1510534052564481.1073741836.1455874061363814&type=1
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: ZeroTigress on November 20, 2014, 05:02:07 PM
Really not seeing how all that will work in a MMO setting. What if you have several parties in the same area? Or would all fields and dungeons be instanced?
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Ryochan on November 20, 2014, 05:08:54 PM
Quote from: ZeroTigress;1406184
Really not seeing how all that will work in a MMO setting. What if you have several parties in the same area? Or would all fields and dungeons be instanced?

Waiting for more news on party info, etc. But as far as the boss introductions, that's easily done with quest phasing. Party members on the same quest phase into the quest segment, then when it's over, phase back into the open world. It's been done. (Done a lot in Blade & Soul's quests).
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: ZeroTigress on November 20, 2014, 09:28:19 PM
Quote from: Ryochan;1406187
Quote from: ZeroTigress;1406184
Really not seeing how all that will work in a MMO setting. What if you have several parties in the same area? Or would all fields and dungeons be instanced?

Waiting for more news on party info, etc. But as far as the boss introductions, that's easily done with quest phasing. Party members on the same quest phase into the quest segment, then when it's over, phase back into the open world. It's been done. (Done a lot in Blade & Soul's quests).

As long as it doesn't lag too much or else having your party jump on all those platforms will be a major pain.
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Rya.Reisender on November 21, 2014, 08:22:11 AM
I did cry when seeing the video.
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Conquista on November 23, 2014, 12:39:47 AM
S> KR Nexon account

$ㅡ$
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Ryochan on November 25, 2014, 12:04:25 AM
Chinese Q&A http://treeofsaviorgame.com/tos/914/interview-with-development-director-kim-se-yong/

Q&A Interview from Japan's 4Gamer http://forum.treeofsaviorgame.com/thread-309-post-1921.html#pid1921
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: ZeroTigress on November 25, 2014, 07:30:55 PM
Looks like they'll be emphasizing the RP of MMORPG. Not sure if most RO players would be too happy about playing characters that are limited to certain roles.
 
 Hopefully there's a dual-dagger class or I guess I'll do something within the Swordsman tree.
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Beetleking on November 26, 2014, 03:58:10 AM
Quote from: ZeroTigress;1406605
Looks like they'll be emphasizing the RP of MMORPG. Not sure if most RO players would be too happy about playing characters that are limited to certain roles.
 
 Hopefully there's a dual-dagger class or I guess I'll do something within the Swordsman tree.

There are tons of different role that you can make.. Everything is not equal to everything and thats is good because it would pretty stupid if everyone has same role..  You can be the farmer guy.. or the Healer because there are like 80 classes,, It depends what class you chosen.

Corsair class uses dual-dagger as weapon and it belongs to Swordman tree..
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Blind Blade Master? on November 26, 2014, 05:09:44 PM
horray the shinobi class is there and will use the art of the doppleganer (sp) somehow
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: ZeroTigress on November 28, 2014, 02:23:41 AM
Quote from: Beetleking;1406620
Quote from: ZeroTigress;1406605
Looks like they'll be emphasizing the RP of MMORPG. Not sure if most RO players would be too happy about playing characters that are limited to certain roles.
 
 Hopefully there's a dual-dagger class or I guess I'll do something within the Swordsman tree.


There are tons of different role that you can make.. Everything is not equal to everything and thats is good because it would pretty stupid if everyone has same role..  You can be the farmer guy.. or the Healer because there are like 80 classes,, It depends what class you chosen.

Corsair class uses dual-dagger as weapon and it belongs to Swordman tree..


Guess I'll start thinking up pirate names. Anyone taking Cervantes?
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Beetleking on November 28, 2014, 07:49:58 AM
Quote from: ZeroTigress;1406774
Quote from: Beetleking;1406620
Quote from: ZeroTigress;1406605
Looks like they'll be emphasizing the RP of MMORPG. Not sure if most RO players would be too happy about playing characters that are limited to certain roles.
 
 Hopefully there's a dual-dagger class or I guess I'll do something within the Swordsman tree.

There are tons of different role that you can make.. Everything is not equal to everything and thats is good because it would pretty stupid if everyone has same role..  You can be the farmer guy.. or the Healer because there are like 80 classes,, It depends what class you chosen.

Corsair class uses dual-dagger as weapon and it belongs to Swordman tree..

Guess I'll start thinking up pirate names. Anyone taking Cervantes?

Im going with Marshall D. Teach...  Corsair Shinobi combination would be also nice...
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Ryochan on December 03, 2014, 06:59:23 PM
Party Mechanics http://toswiki.treeofsaviorgame.com/mechanic/party
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: GNU on December 04, 2014, 04:49:38 AM
5 people max party. Seems a little bit small?

I want to make a pirate gang woth a ton of people
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Crossheart on December 04, 2014, 07:08:24 AM
4/5 people for party is actually the standard for mmo today. Unless it's a Raid, when the members goes usually up to 20
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: GNU on December 04, 2014, 09:07:10 AM
Well that may be standard to instance raids but isn't ToS an open world?

Unless they'll have party alliances like full 24/48 man raids then that'd be awesome
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Beetleking on December 04, 2014, 01:06:21 PM
Quote from: GNU;1407361
Well that may be standard to instance raids but isn't ToS an open world?

Unless they'll have party alliances like full 24/48 man raids then that'd be awesome

Here is same interview with better translation by mmoculture..

 http://mmoculture.com/2014/11/tree-of-savior-development-head-talks-about-the-game-in-new-interview/

Our dungeons are actually designed as a open world concept, different from the usually closed and limited dungeons. For example, a boss area can accommodate up to 200 players, which means 40 teams of 5 (if everyone has a party). You will be able to see them, and there will be some interaction features.

As you can see .. your dream is going to became reality..
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: GNU on December 04, 2014, 09:07:17 PM
OH SWEET BABY JESUS
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Prodigy on December 05, 2014, 12:29:20 AM
Quote from: Beetleking;1407383
Quote from: GNU;1407361
Well that may be standard to instance raids but isn't ToS an open world?

Unless they'll have party alliances like full 24/48 man raids then that'd be awesome


Here is same interview with better translation by mmoculture..

 http://mmoculture.com/2014/11/tree-of-savior-development-head-talks-about-the-game-in-new-interview/

Our dungeons are actually designed as a open world concept, different from the usually closed and limited dungeons. For example, a boss area can accommodate up to 200 players, which means 40 teams of 5 (if everyone has a party). You will be able to see them, and there will be some interaction features.

As you can see .. your dream is going to became reality..

I don't find this very appealing at all. It sounds a lot like world bosses. From my experience with Guild Wars 2 and Wild Star, world bosses just boil down to zergfests. At some point, strategy won't matter anymore as long as you bring enough people - mainly because it's impossible to have any semblance of coordination with such a huge crowd, so instead you just win by numbers.
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Beetleking on December 05, 2014, 03:37:50 AM
Quote from: Prodigy;1407405
Quote from: Beetleking;1407383
Quote from: GNU;1407361
Well that may be standard to instance raids but isn't ToS an open world?

Unless they'll have party alliances like full 24/48 man raids then that'd be awesome


Here is same interview with better translation by mmoculture..

 http://mmoculture.com/2014/11/tree-of-savior-development-head-talks-about-the-game-in-new-interview/

Our dungeons are actually designed as a open world concept, different from the usually closed and limited dungeons. For example, a boss area can accommodate up to 200 players, which means 40 teams of 5 (if everyone has a party). You will be able to see them, and there will be some interaction features.

As you can see .. your dream is going to became reality..

I don't find this very appealing at all. It sounds a lot like world bosses. From my experience with Guild Wars 2 and Wild Star, world bosses just boil down to zergfests. At some point, strategy won't matter anymore as long as you bring enough people - mainly because it's impossible to have any semblance of coordination with such a huge crowd, so instead you just win by numbers.


That's actually true.. I thought this  would be work like mvps system where everyone can kill the mvp..
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: GNU on December 05, 2014, 12:07:09 PM
Just like zerging ifrit here in RO works right?

They'll probably add an earthquake equivalent that triggers when a ton of people are there.

Keep in mind most of wildstar and gw2 audience aren't the same as most RO players
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Sera on December 05, 2014, 01:04:13 PM
earthquake is totally a cop-out way to deal with the issue

marionette event in GW2 a while back was a well-done world boss imo
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Torchd on December 07, 2014, 02:44:13 PM
rofl is this true
http://treeofsaviorgame.com/general/975/gravity-us-censors-tree-of-savior/
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Jayed on December 07, 2014, 03:21:11 PM
heh
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Zerozaku on December 07, 2014, 05:12:29 PM
lol.
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: GNU on December 07, 2014, 09:18:12 PM
We know now at least that they won't publish ToS locally lol
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Hrishi on December 07, 2014, 10:51:49 PM
Quote from: Torchd;1407524
rofl is this true
http://treeofsaviorgame.com/general/975/gravity-us-censors-tree-of-savior/


WOW LOL

I just tried it. Are they really this terrified?
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Rya.Reisender on December 08, 2014, 03:44:15 AM
Well, it's not fully true that staff members never said anything about it. In threads where we used to talk about Tree of Savior, Oda or some other staff member asked us to not talk about games not published by WP.

Not being allowed to talk about other MMORPGs is normal procedure for most MMORPG publishers, so it isn't really that bad / uncommon for me, though. I just listened to Oda and stopped talking about TOS on the WP forums. We have iROwiki for stuff like that (not to mention forums that are generally about MMORPGs and consequently much more neutral).
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: Ryochan on December 11, 2014, 12:38:46 AM
12/22/2014 Korean CBT?
http://tos.nexon.com/teaser/20141211/index.aspx
Title: Re: Tree Of Savior (Project R1) Gstar 2014 Trailer
Post by: ZeroTigress on December 11, 2014, 11:56:37 AM
Quote from: Torchd;1407524
rofl is this true
http://treeofsaviorgame.com/general/975/gravity-us-censors-tree-of-savior/

The censorship actually started in October (http://tos.nexon.com/).

What happened was that the management of iRO2 got so bad that players started talking about other MMOs more and more. TOS was brought up a LOT, but the CMs never stepped in to warn players to stop talking about other games. (VMods did barely anything, as usual.)

So instead of a warning, the new CM Maridah just outright censors Tree of Savior and TOS in addition to DOTA and who knows what other online games. She'll also delete anything that challenges the management of iRO2 as if she feels we're so beneath her we're not worth responding to. She'll also censor signatures if they contain TOS characters (but avatars still pass). So a bunch of people were put into a forum group where they're not allowed to have any signatures at all, even if they didn't know about the censorship and on the first offense, too.

And yeah, it's funny that she was retarded enough to censor TOS, too, since it does stand of Terms of Service and skills from other games so it affects EVERY WarpPortal game, not just the Ragnarok games.

lul
Title: Re: Tree Of Savior (Project R1) Korean CBT 12/22/14?
Post by: Ryochan on December 12, 2014, 01:23:33 PM
My server still says "Tree Of Savior" on warp portal. :gg::cool:
Title: Re: Tree Of Savior (Project R1) Korean CBT 12/22/14?
Post by: ZeroTigress on December 15, 2014, 10:44:58 PM
Quote from: Ryochan;1407742
My server still says "Tree Of Savior" on warp portal. :gg::cool:

As long as you stay out of the iRO2 section, Maridah won't bother you.
Title: Re: Tree Of Savior (Project R1) International Homepage
Post by: Ryochan on December 17, 2014, 12:11:19 PM
International Homepage http://www.treeofsavior.com/
Title: Re: Tree Of Savior (Project R1) International Homepage
Post by: seventhsky on December 17, 2014, 04:11:08 PM
^o^

I think you'll find it no longer says that Ryochan.
Title: Re: Tree Of Savior (Project R1) International Homepage
Post by: Rya.Reisender on December 17, 2014, 11:35:38 PM
Seems like the game will be heavily region locked, so I guess it won't be able to play with my friends. =/
I'll play it anyway.
Title: Re: Tree Of Savior (Project R1) International Homepage
Post by: reimu on December 20, 2014, 11:12:34 AM
dream dead. :facepalm: don't know any NA company that will take a shot at hosting ToS.
Title: Re: Tree Of Savior (Project R1) International Homepage
Post by: Ryochan on December 21, 2014, 10:40:17 PM
ToS Kr website is live + new music and info http://tos.nexon.com/main/index.aspx
Title: Re: Tree Of Savior (Project R1) KR website is live.
Post by: Beetleking on December 26, 2014, 03:39:29 PM
This game has channels and it is free to play via cash shop..

http://treeofsaviorgame.com/tag/closed-beta-testing/
Title: Re: Tree Of Savior (Project R1) KR website is live.
Post by: Ryochan on December 26, 2014, 07:50:23 PM
Yeaaaaah was hoping for B2P X_X
Title: Re: Tree Of Savior (Project R1) KR website is live.
Post by: ZeroTigress on December 27, 2014, 03:52:59 PM
Quote from: Beetleking;1408171
This game has channels and it is free to play via cash shop..

http://treeofsaviorgame.com/tag/closed-beta-testing/

Wonder if they have any measures in place to stop bots.
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Ryochan on January 14, 2015, 11:35:04 AM
CBT1 Breakdown: http://treeofsaviorgame.com/review/1197/ros-successor-tos-first-cbt-preview/#more-1197

Soundtrack: https://soundcloud.com/spadow/sets/tree-of-savior
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Crossheart on January 14, 2015, 10:52:24 PM
SUDDENLY
http://youtu.be/DHip7b6Ea0U
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Prodigy on January 14, 2015, 10:58:37 PM
I am not a fan of that AoE targeting system.
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Ryochan on January 14, 2015, 11:51:07 PM
^ That's what this beta is strictly for as mentioned. Strictly feedback, if you're not a fan of something and can think of a better way when you try it out. Do say so :). (For the ones that got in of course. Steparu always has the KR contacts though, no competition there.)

Hr long vid.

[ame]http://www.youtube.com/watch?v=AatXteJwvHw[/ame]
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Prodigy on January 15, 2015, 12:30:11 AM
Since they're sticking with a keyboard only control scheme, I don't really see any other way for ground targeted skills to be aimed. I don't like it, but I understand why it's like that. Oh whelp I guess.
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Rya.Reisender on January 15, 2015, 01:45:08 AM
I'm personally already fully sold on the gameplay, just not on the publisher (and the almost lost hope that there will be a global server that is not region locked).
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Quanta on January 20, 2015, 01:53:25 AM
Is there a download for the soundtrack, or is the Soundcloud the only game in town? Really want those songs on my computer.
Title: Re: Tree Of Savior (Project R1) Full CBT 1 Breakdown + Soundtrack.
Post by: Ryochan on January 30, 2015, 02:13:49 AM
Post-ToS CBT1 Q&A http://blog.treeofsavior.com/en/?p=270
Title: Re: Tree Of Savior (Project R1) Post-ToS CBT1 Q&A
Post by: Rya.Reisender on January 30, 2015, 06:13:00 AM
I really hope they add Gamepad support, I probably wouldn't play it beforehand.

I don't really need mouse gameplay at all, yeah RO was with mouse, but it already had explored mouse gameplay to the maximum possible, so to make even better gameplay I think this step was needed.

Not really sure why they would refuse to give parties names. They don't need to show them in the player names and could just use them for the search feature after all.
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: Ryochan on March 06, 2015, 08:18:01 AM
International CBT update http://blog.treeofsavior.com/en/?p=284
Crafting Blog Translation http://treeofsaviorgame.com/class/1406/tos-alchemist-class-intro-skills-crafting/
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: Rya.Reisender on March 11, 2015, 06:44:41 AM
So basically "fans translate the game to proper English"? Not sure if that'll work. At least it solves the problem of certain quests not being finish-able because someone forgot to close a tag properly. You can just quickly fix the problem yourself instead of waiting for weeks for a fix.
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: ZeroTigress on March 11, 2015, 01:42:16 PM
I hope it works like a wiki where you can undo other people's troll edits because that's going to be a pain to moderate otherwise.
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: Ryochan on March 12, 2015, 10:51:56 AM
I believe the changes only show in your own folder. But you can share your edits with the rest of the community by zipping up the folder appropriate for that certain language.
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: Rya.Reisender on March 13, 2015, 02:37:46 AM
The article also says that they collect the fixes from the testers, though!

But yeah I also understood it so that if you change the translation in the file only you will see the change.
Title: Re: Tree Of Savior (Project R1) International Beta Update
Post by: Ryochan on March 19, 2015, 02:21:53 PM
Want to help with translations?
http://treeofsaviorgame.com/news/1445/tos-english-otc-translation-repository-is-on-github/
Title: Re: Tree Of Savior (Project R1) Translation assisting enabled
Post by: Ryochan on March 31, 2015, 11:39:06 PM
INTERNATIONAL BETA HYPE! http://treeofsaviorgame.com/news/1480/tos-international-publisher-cbt-dates-announced/
Title: Re: Tree Of Savior (Project R1) INTERNATIONAL BETA HYPE!
Post by: seventhsky on April 01, 2015, 06:19:35 AM
Cool story bro.
Title: Re: Tree Of Savior (Project R1) INTERNATIONAL BETA HYPE!
Post by: Crossheart on April 01, 2015, 01:49:44 PM
Nice Try
Title: Re: Tree Of Savior (Project R1)
Post by: Ryochan on April 17, 2015, 01:53:38 PM
11 new songs starting from 72 on down. https://soundcloud.com/spadow/sets/tree-of-savior
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Ryochan on April 19, 2015, 09:30:55 AM
CBT2 trailer https://www.youtube.com/watch?v=zi2Zs8k30Lk
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Ryochan on April 20, 2015, 04:01:15 PM
Here's an awesome post for you guys. This is a link to a page of skill showcase videos for each class so far. Click on the "+" sign once you get to the bottom of the characters to expand it, enabling you to see the rest of the characters. When you click on one, to the left will be the character and class name in Korean and English, to the right will be the skill video, icon, and name in English and Korean. Click on the next skill icon to see that skill in motion~ http://info.tos.nexon.com/community/job/list.aspx?page=list
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Blind Blade Master? on April 21, 2015, 06:44:12 PM
that page is awesome thank you
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: MaddenProPlr on April 23, 2015, 05:48:51 AM
No assassin type class? :(
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Crossheart on April 23, 2015, 07:52:00 AM
^almost half of the annunced classes are missing.
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Ryochan on April 23, 2015, 08:52:03 AM
Quote from: MaddenProPlr;1409697
No assassin type class? :(


No there is no Assassin Class, but there's Shinobi, and Shinobi is of a higher rank. Not all of the classes are playable in CBT2. Only up to rank 4 or 5 irrc.
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Beetleking on May 09, 2015, 03:42:32 AM
After reading steparu CBT 2 review Im very disappointed.. Quests in ToS is linear just like your average WoW clones and bosses are  still braindead.. They tried to adjust difficulty adding random traps which is very lazy way to adjust difficulty.. The bosses are still easy with those traps.. The maps are linear and not open like in Ro1 and you progress in the game buy finishing linear quest..
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Crossheart on May 09, 2015, 06:26:35 AM
It's actually hard to make open world mmorpgs up today standards, in RO1 originally works because there wasn't no standards back in 2001.
If you made a "true" open world game, like RO1 was back then, most of the players will quit soon because they will not know what to do or for getting bored. Grinding for leveling is considered an old mechanic by now (but grinding raids seems ok), and making different quests lines for many maps who can be overlapped seems to be a lot of work, specially if at the end some of those quests never will be touched by the most of the players.
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Veemon on May 09, 2015, 06:40:01 PM
Quote from: Crossheart;1409893
It's actually hard to make open world mmorpgs up today standards, in RO1 originally works because there wasn't no standards back in 2001.
If you made a "true" open world game, like RO1 was back then, most of the players will quit soon because they will not know what to do or for getting bored. Grinding for leveling is considered an old mechanic by now (but grinding raids seems ok), and making different quests lines for many maps who can be overlapped seems to be a lot of work, specially if at the end some of those quests never will be touched by the most of the players.

At this rate, RO2 actually doing quest lines a bit more interesting by daily quests but the idea is proposing quests that open multiple lines/story for it. If any developer actually understand (which sadly not that they only care for milking money), they can just use multiple path quest lines...

Ragnarok Tactics is the game that follow that way by surprise and that's not MMO...
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Prodigy on May 10, 2015, 12:05:03 PM
I prefer grinding when it comes to making alts. Of course, by grinding, I don't mean taking months upon months to get to max level. I just want to be able to level by simply killing monsters left and right. Leveling though quests is fun and new during your first time. It's a breeze during your second time since you already know what to expect. By your third time, however, is just becomes a chore.
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Pa.rabola on May 12, 2015, 08:36:42 AM
They popped it on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=441500423), it seems.
Title: Re: Tree Of Savior (Project R1) CBT2 Trailer~
Post by: Ryochan on May 12, 2015, 11:14:17 AM
I'm trying to confirm if it's legit or not. The info just seems ripped from previous info.
Also, it's been greenlit already lol. We should be getting some info sometime today, it's still early in the AM in KR atm.
Yeah here it is, it's official http://blog.treeofsavior.com/en/?p=379
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: sillbrink on May 13, 2015, 08:28:11 PM
Pretty happy to see this on steam
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Rya.Reisender on May 15, 2015, 05:25:37 AM
As a big opponent of Steam, I really hope it is available outside steam as well.


Also I say splitting quest lines do not solve the problem at all. True open world means you can make up your own story and go to whereever you want as long as you're strong / good enough for the region. Splitting quest lines is interesting, but you are still limited to going whereever the quest line leads you to. Not to mention that it's particularly bad when you want to play with friends.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: ZeroTigress on May 16, 2015, 12:26:06 AM
Quote from: Veemon;1409902
Ragnarok Tactics is the game that follow that way by surprise and that's not MMO...

Doing multiple quest pathlines for a console game is a whole different beast from doing the same for an MMORPG.
 
 
Quote from: Rya.Reisender;1409969
Also I say splitting quest lines do not solve the problem at all. True open world means you can make up your own story and go to whereever you want as long as you're strong / good enough for the region. Splitting quest lines is interesting, but you are still limited to going whereever the quest line leads you to. Not to mention that it's particularly bad when you want to play with friends.

There's always the option to forego quests entirely.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Prodigy on May 16, 2015, 10:57:45 AM
Quote from: ZeroTigress;1409978

 
Quote from: Rya.Reisender;1409969
Also I say splitting quest lines do not solve the problem at all. True open world means you can make up your own story and go to whereever you want as long as you're strong / good enough for the region. Splitting quest lines is interesting, but you are still limited to going whereever the quest line leads you to. Not to mention that it's particularly bad when you want to play with friends.


There's always the option to forego quests entirely.

Unless it's one of those games where mobs barely give any exp and it's all about quest exp. I really hate it when I can't level with my friends because we're all on different parts of the quest.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: ZeroTigress on May 17, 2015, 01:06:23 AM
Quote from: Prodigy;1409979
Unless it's one of those games where mobs barely give any exp and it's all about quest exp. I really hate it when I can't level with my friends because we're all on different parts of the quest.

Just sayin' the option is always there if you hate questing that much.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Veemon on May 17, 2015, 09:49:00 PM
Quote from: ZeroTigress;1409978
Quote from: Veemon;1409902
Ragnarok Tactics is the game that follow that way by surprise and that's not MMO...

Doing multiple quest pathlines for a console game is a whole different beast from doing the same for an MMORPG.
 
 
Quote from: Rya.Reisender;1409969
Also I say splitting quest lines do not solve the problem at all. True open world means you can make up your own story and go to whereever you want as long as you're strong / good enough for the region. Splitting quest lines is interesting, but you are still limited to going whereever the quest line leads you to. Not to mention that it's particularly bad when you want to play with friends.

There's always the option to forego quests entirely.

That's because MMORPG devs lacks of creativity and not understand the point of quests are. I get it MMO is more grindy and "not easy" in quest term but the problem is getting more people to play MMO because the different concept between console grinding vs MMO grinding, same as questing...RO1 is actually fine even if the game is still pure-grind system, if they can fix the game's problem that sadly not fixed until now...

It's really sad when I encounter console gamers and can interact with people with livestream, playing together w/ software, discussing game mechanic, twitter, and other features with hundred people yet forming party for MMO games takes hell time just for 10 people in the world-wide server...
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Rya.Reisender on May 19, 2015, 01:59:31 AM
Yup, and that's why just not doing quests is often not even an option.

I know it from other MMORPGs. I run around asking for a party and I keep getting the reply "Sorry I'm currently doing a quest". Even if I coincidentally meet someone doing a quest I can join him on, he might party up with me for that one quest, but on the very next day he is already at a completely different quest position in questline than me again. So there really doesn't seem to be any way to create long-term partnerships as it was possible in RO.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Crossheart on May 19, 2015, 05:57:20 AM
Just saying, i have no problems playing with friends and doing quests at the same time, even if we are in different parts of the quests.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Beetleking on May 20, 2015, 03:57:23 AM
They are now  testing Mouse controls.. My hype has increased.


https://www.youtube.com/watch?v=oVok1UzBQ9g

http://tos.nexon.com/news/gmnews/view.aspx?n4ArticleSN=30
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: GNU on May 20, 2015, 04:57:34 PM
gonna use my dualshock either way
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Beetleking on May 21, 2015, 12:02:10 AM
My hype level have been increased a lot after reading the new Q&A.


Questions and Answers After CBT2 (Official English Translation)
http://blog.treeofsavior.com/en/?p=395

Interesting notes..

"Instead of supplying too many quests that are lacking in their purposes and meanings, we believe that it will be more meaningful for players to search for the quests enthusiastically themselves so we are planning to hide most of the quests"


A) There will be many changes taking place in CBT3 so the testers who played the previous tests may feel unfamiliar with the game in the next CBT so we are still discussing internally. We may start the tests in other countries or launch FGT2, but nothing is decided yet.
Title: Re: Tree Of Savior (Project R1) International vr. greenlit
Post by: Ryochan on May 21, 2015, 07:05:25 PM
Quote from: Beetleking;1410051
My hype level have been increased a lot after reading the new Q&A.


Questions and Answers After CBT2 (Official English Translation)
http://blog.treeofsavior.com/en/?p=395

Interesting notes..

"Instead of supplying too many quests that are lacking in their purposes and meanings, we believe that it will be more meaningful for players to search for the quests enthusiastically themselves so we are planning to hide most of the quests"


A) There will be many changes taking place in CBT3 so the testers who played the previous tests may feel unfamiliar with the game in the next CBT so we are still discussing internally. We may start the tests in other countries or launch FGT2, but nothing is decided yet.

Yeah, the last bit made me very very happy.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Prodigy on May 21, 2015, 08:36:43 PM
Quote
Q) Evasion, Critical and some other attributes are displayed with their numbers, but I feel uncomfortable since I have no idea how often they get activated in the game.

A) The reason why we can’t indicate the exact % or the rate is because the evasion or the critical rates are decided by comparing your character’s evasion or critical rates and the monsters that you are facing against. So for example, when you face against 3 kinds of monsters, the final critical or evasion rates are decided depending on those 3 monsters’ stats. We understand that this is not intuitive so we will use “Appraiser” class to view the exact rates.

Sounds like RO's hit, flee, and crit shield mechanics. I like it!
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: ZeroTigress on May 21, 2015, 11:50:06 PM
Quote from: Veemon;1410022
That's because MMORPG devs lacks of creativity and not understand the point of quests are. I get it MMO is more grindy and "not easy" in quest term but the problem is getting more people to play MMO because the different concept between console grinding vs MMO grinding, same as questing...RO1 is actually fine even if the game is still pure-grind system, if they can fix the game's problem that sadly not fixed until now...

It's really sad when I encounter console gamers and can interact with people with livestream, playing together w/ software, discussing game mechanic, twitter, and other features with hundred people yet forming party for MMO games takes hell time just for 10 people in the world-wide server...

Quote from: Rya.Reisender;1410037
Yup, and that's why just not doing quests is often not even an option.

I know it from other MMORPGs. I run around asking for a party and I keep getting the reply "Sorry I'm currently doing a quest". Even if I coincidentally meet someone doing a quest I can join him on, he might party up with me for that one quest, but on the very next day he is already at a completely different quest position in questline than me again. So there really doesn't seem to be any way to create long-term partnerships as it was possible in RO.

It's not always a problem with the developers; it's also a shift in the kind of gamers that are around nowadays. I've seen several cases of newbies coming into RO and asking people what to do in the game instead of finding their own path. Quests give players a sense of direction in the game; virtual hand-holding to take them to all the places and NPCs in the game in one go. Not a lot are interested in a sandbox experience and those who think they do will quickly discover they're not the hardcore explorer required of a sandbox game.

If a player is more focused on getting a quest done than diverting from it to do something else, you probably wouldn't like partying up with them anyhow.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Beetleking on May 22, 2015, 03:07:18 PM
Focus Group Interview

https://www.facebook.com/treeofsavior/photos/a.419498854843001.1073741828.376246159168271/705157742943776/?type=1&theater

Translation.

Hello. GM Leslie Here.
imcGAMES is taking all the feedbacks in consideration and we are trying our best to make the best game possible. The most discussed topics from previous CBT are skills and balancing. To solves this issue, we are doing a FGI with players who participated in CBT. This FGI will be a bit different from other interviews. Developers from each field will actually talk with the players, which will be a lot like a debate. Because of this, we can't invite everyone to the FGI. So instead, we will inviting a few players to the debate. The players are invited depending on the survey, in-game level, feedbacks and adventure journal. Nexon will personally send invites to the players who are qualified. Next GM note's topic will be about the FGI, so please wait patients. Thank you again for all your support


Quote from: ZeroTigress;1410057
Quote from: Veemon;1410022
That's because MMORPG devs lacks of creativity and not understand the point of quests are. I get it MMO is more grindy and "not easy" in quest term but the problem is getting more people to play MMO because the different concept between console grinding vs MMO grinding, same as questing...RO1 is actually fine even if the game is still pure-grind system, if they can fix the game's problem that sadly not fixed until now...

It's really sad when I encounter console gamers and can interact with people with livestream, playing together w/ software, discussing game mechanic, twitter, and other features with hundred people yet forming party for MMO games takes hell time just for 10 people in the world-wide server...

Quote from: Rya.Reisender;1410037
Yup, and that's why just not doing quests is often not even an option.

I know it from other MMORPGs. I run around asking for a party and I keep getting the reply "Sorry I'm currently doing a quest". Even if I coincidentally meet someone doing a quest I can join him on, he might party up with me for that one quest, but on the very next day he is already at a completely different quest position in questline than me again. So there really doesn't seem to be any way to create long-term partnerships as it was possible in RO.

It's not always a problem with the developers; it's also a shift in the kind of gamers that are around nowadays. I've seen several cases of newbies coming into RO and asking people what to do in the game instead of finding their own path. Quests give players a sense of direction in the game; virtual hand-holding to take them to all the places and NPCs in the game in one go. Not a lot are interested in a sandbox experience and those who think they do will quickly discover they're not the hardcore explorer required of a sandbox game.

If a player is more focused on getting a quest done than diverting from it to do something else, you probably wouldn't like partying up with them anyhow.


This is how I would make balance between old gamers and new gamers.

- World is open

- They shouldn't make quest mandatory

- Would make 3 different quest system in the MMO. Inspired buy latest Xenoblade

- Story Quests are quests related to the story. Story Quests are received from story related NPC


- Normal Quests are received from towns people. They are much deeper than simpler quest[/B]


- Simple Quests refer to quests accepted from the Quest Board.. They are the generic mmo quest.


-If you dont like quest.. Then go and grind and explore vast world..

This method would allow player play MMO in many ways..
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: MagiGetal on May 23, 2015, 04:11:39 PM
Even like games like WoW the fastest way to get to max level was to grind off monster kills except for some quests like involved killing monster that so happen to be in the same area ur grinding.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: ZeroTigress on May 25, 2015, 11:53:35 PM
Quote from: Beetleking;1410065
This is how I would make balance between old gamers and new gamers.

- World is open

- They shouldn't make quest mandatory

- Would make 3 different quest system in the MMO. Inspired buy latest Xenoblade

- Story Quests are quests related to the story. Story Quests are received from story related NPC


- Normal Quests are received from towns people. They are much deeper than simpler quest[/B]


- Simple Quests refer to quests accepted from the Quest Board.. They are the generic mmo quest.


-If you dont like quest.. Then go and grind and explore vast world..

This method would allow player play MMO in many ways..

That's kind of what RO already has, which appeals more to old school MMORPG players than newer players. People tend to gravitate towards quests because they're generally a more efficient means of getting EXP and money all at once. Players go to where the EXP and the money is and offering those only via 2 options (quests or monster hunting) is a very outdated way of approaching the issue.

WoW and other modern MMORPGs already allow players to earn EXP by crafting, gathering materials, and other MMORPG activities that don't involve killing monsters and doing quests so there's plenty of EXP options for players that want to do other things in-game. Expanding EXP and money options and making them all comparable in terms of efficiency is what should be done. If you want players doing other things in-game, the other things should be just as rewarding as quests and monster hunting.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Beetleking on June 02, 2015, 04:27:47 PM
Full FTG interview

https://www.reddit.com/r/treeofsavior/comments/387kc2/full_ftg_interview/


:eek: Omg.. This is going to be Ro..

We want to have about 3 areas for every level range where you can hunt effectively, so many hunting routes will be greatly changed. Originally we were going to have players rely on parties to get through level intervals that lacked solo zones, but now we want solo play to be relevant throughout the game.

We are switching focus from a quest-focused game to an exploration-focused game, and party match making is being developed.

For ease and friendliness of the game toward players, there has been much discussion. We don't want to hold the players' hands, as the game wasn't meant to be played in that manner

Monetization hasn't been finalized. We've discussed a cash shop [NXP is their CS currency] but nothing is final as of yet. We're trying to avoid having a gap between paying players and non-paying players as much as possible.

There is a lot of more interesting stuff..
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Ryochan on June 03, 2015, 06:22:25 AM
Yeah man, they still had a lot of stuff to work on after the betas. The way they were going about things felt too restricted and linear.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Dishonru on June 03, 2015, 10:06:29 AM
people saying "old" and "new" when the most popular game with 8-18 year olds is minecraft, a literal sandbox game with lots of grinds, are hilarious
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: ZeroTigress on June 04, 2015, 11:28:58 AM
Quote from: Dishonru;1410176
people saying "old" and "new" when the most popular game with 8-18 year olds is minecraft, a literal sandbox game with lots of grinds, are hilarious

The discussion is centered around MMORPGs, which Minecraft is not. Last I checked, there's no discernible advancement indicators like levels in Minecraft and it does not have its own in-game currency to support a player-run economy.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: sillbrink on June 04, 2015, 02:38:27 PM
Whereas the base game for minecraft doesn't, many of the online servers have some MMO type system built in that includes leveling up and currency. I would assume that what they were referring.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: seventhsky on June 04, 2015, 04:15:01 PM
Quote from: Ryochan;1410171
Yeah man, they still had a lot of stuff to work on after the betas. The way they were going about things felt too restricted and linear.

Well you changed your mind quickly.

Do you just champion everything they do regardless of what it is?
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Beetleking on June 05, 2015, 04:05:14 AM
Quote from: seventhsky;1410192
Quote from: Ryochan;1410171
Yeah man, they still had a lot of stuff to work on after the betas. The way they were going about things felt too restricted and linear.

Well you changed your mind quickly.

Do you just champion everything they do regardless of what it is?

Its pretty valid complain. People who played Tos beta didn't like quest driven progression. So I can see why they did change the structure to grinding based.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Ryochan on June 06, 2015, 06:39:56 PM
Quote from: seventhsky;1410192
Quote from: Ryochan;1410171
Yeah man, they still had a lot of stuff to work on after the betas. The way they were going about things felt too restricted and linear.

Well you changed your mind quickly.

Do you just champion everything they do regardless of what it is?

No, they've just been making good decisions back to back as of late. I want the game to be the best it can be. it can't survive off of nostalgia in today's market alone.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Dishonru on June 07, 2015, 12:29:15 AM
Quote from: ZeroTigress;1410190
Quote from: Dishonru;1410176
people saying "old" and "new" when the most popular game with 8-18 year olds is minecraft, a literal sandbox game with lots of grinds, are hilarious

The discussion is centered around MMORPGs, which Minecraft is not. Last I checked, there's no discernible advancement indicators like levels in Minecraft and it does not have its own in-game currency to support a player-run economy.
Minecraft has levels, and it's a game based around grinding and gathering shit. It's pretty much an MMORPG with a different game lifespan design. In minecraft you can be relatively content starting fresh every week or two, or even day or two if you play hardcore.

The larger servers often have economy systems (with currency), auction systems, buy/sell shops for players, and even bank and faction systems. "Large" ranging from 10-30 players to over 1000 on the truly gigantic ones. Players often play there for months without starting over. And there's even kind of silly MMO plugins with classes and spells and stuff, but ignoring that my entire point was that labeling it old vs new when it comes to quests vs no quests is highly flawed thinking.

It's more like gamers who bury their head in the ground and will eat the shit piped in and smile vs people who expect more from a game in 2015.

It's about having an appealing game that has things to do, and quests provide most people with initial things to do in an MMORPG. In minecraft you come up with your own things to do, but the game strongly suggests them. Initially you're fighting vs the elements and that alone is a big hook. Then later you're just trying to amass more resources or make cooler stuff or explore more of the world. That you can constantly change the world however you like is an ever-present hook in itself for minecraft in particular.

Most modern MMORPGs use quests to introduce you to the game and guide you through the early grinds. Once you hit endgame they are often used to lay out endgame goals for you, and you can pick and choose which you do. It's a system for guiding players, and whether the game is full of quests or not is kind of irrelevant as long as the game offers something of value. RO wouldn't be a worse game if there were a quest for each MVP with its only requirement for completion being "kill that mvp on map x". It's the difference between the game containing vital information in it vs having to seek outside sources to know what to do in a game.

Anyhow, that's one hell of a tangent. My point is simply it's not old vs new, quests vs no quests. "New" gamers play plenty of games without quests that have loads of grind, I mean look at any of the semi-popular ARPGs from the past few years alone.  RO would be the same game if it offered quests for popular grinding areas that explained how to vfw or cancel animations or whatever, and it'd be the same game if it had a quest for "taking a fort in WoE" or a quest for each MVP. It wouldn't change the game at all, because the fun in RO is in the gameplay and tacking quests on wouldn't change that any unless they added really dumb and pointless fetch components that took far too much time for no real reason. It would probably benefit the game, because it'd help guide newer players and give them things to do before being forced to interact with the existing playerbase in a game they aren't comfortable with yet.


edit: I prefer killing lots of dudes to pointless filler quests personally, but I also think it really doesn't matter unless running around questing is a core part of gameplay then that's pretty dumb. I also think it isn't old vs new.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: ZeroTigress on June 07, 2015, 09:08:11 AM
Quote from: Dishonru;1410202
Minecraft has levels, and it's a game based around grinding and gathering shit. It's pretty much an MMORPG with a different game lifespan design. In minecraft you can be relatively content starting fresh every week or two, or even day or two if you play hardcore.

Except the game is not advertised as an MMORPG, so comparing it to RO is like comparing apples to oranges. With Minecraft, you can make it into whatever kind of game you want it to be. You can't say the same of MMORPGs like RO in which job classes and economy is a core part of its structure.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Rya.Reisender on June 08, 2015, 06:41:14 AM
I really love that they decided to go away from quest-based and focus on exploration-based.


@ZeroTigress
Honestly, I wouldn't see it as "players just don't exploration anymore". Sure I've recommended RO to many new players and most of them complained about not knowing what to do at first. BUT! Then I took care of them, showed them around the world. Role-played and taught them how to role-play too. And in the end, they really loved RO and didn't complain about the lack of quests anymore.

If a developer provides a game that allow exploration-based gameplay, then we players can make something great of it.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: ZeroTigress on June 08, 2015, 04:07:57 PM
Quote from: Rya.Reisender;1410228
@ZeroTigress
Honestly, I wouldn't see it as "players just don't exploration anymore". Sure I've recommended RO to many new players and most of them complained about not knowing what to do at first. BUT! Then I took care of them, showed them around the world. Role-played and taught them how to role-play too. And in the end, they really loved RO and didn't complain about the lack of quests anymore.

If a developer provides a game that allow exploration-based gameplay, then we players can make something great of it.

Well that's just it. Exploration-based gameplay relies on player interaction in order to be successful. But if you have a player who'd rather solo their way through, the game has to cater to them as well. Can't just appeal to one kind of player.

Not to mention, what if you don't attract enough players to make player interactions a frequent occurrence? People would just sit around, get bored, and leave.

Give guidance to those that want it while still making the unguided path just as efficient and appealing.
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: seventhsky on June 20, 2015, 06:05:37 AM
Weirdly relevant

[ame]http://www.youtube.com/watch?v=QuG7mIpVFc0[/ame]
Title: Re: Tree Of Savior (Project R1) Post CBT2 Q&A
Post by: Ryochan on June 25, 2015, 10:44:30 AM
Official Site is up with forums~ https://treeofsavior.com/intro/
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: ZeroTigress on June 25, 2015, 11:03:38 PM
How to register an account? Or is it only Facebook, Google+, and Steam users allowed?
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: Rya.Reisender on June 29, 2015, 06:11:43 AM
Yes. You can only login via Facebook, Google+ or Steam. And that's why I'm out.
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: Dishonru on July 03, 2015, 09:32:35 AM
Is registering a gmail account just for the game that hard?

Or just use your existing steam account, because a bunch of dumb games are already linked to it so who cares?
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: ZeroTigress on July 03, 2015, 04:04:46 PM
Steam login won't be available until the Steam port of the game is launched so it's only Facebook and Google+ logins allowed now.

Not like your profile on the ToS site even shows your Facebook or Google+ account info; it's just for logging in.
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: Ryochan on July 23, 2015, 03:55:16 PM
CBT 3 trailer: Focus' on PVP, new content, mouse controls. This will most likely be the version the international beta will be.

[ame]http://www.youtube.com/watch?v=pf52s_kNDiY[/ame]
Title: Re: Tree Of Savior (Project R1) Official English Site up
Post by: Rya.Reisender on July 27, 2015, 04:56:26 AM
Quote from: Dishonru;1410500
Is registering a gmail account just for the game that hard?

Or just use your existing steam account, because a bunch of dumb games are already linked to it so who cares?

I refuse registering at datacrawlers/DRMs like steam.

I'd probably be willing to make a gmail account if that allowed me to play the game without steam but it seems a waste to do it just for the website.
Title: Re: Tree Of Savior (Project R1) CBT 3 trailer: Focus' on PVP, new content, mouse cont
Post by: Beetleking on July 27, 2015, 05:42:15 AM
Here we go.


Tree of Savior (Eng. ver) Beta Test Schedule - ITS HAPPENING

https://www.reddit.com/r/treeofsavior/comments/3erhg9/tree_of_savior_eng_ver_beta_test_schedule_its/
Title: Re: Tree Of Savior (Project R1) CBT 3 trailer: Focus' on PVP, new content, mouse cont
Post by: Ryochan on July 27, 2015, 07:49:49 AM
Quote from: Beetleking;1410620
Here we go.


Tree of Savior (Eng. ver) Beta Test Schedule - ITS HAPPENING

https://www.reddit.com/r/treeofsavior/comments/3erhg9/tree_of_savior_eng_ver_beta_test_schedule_its/


:wah: Just woke up. Well good luck to all who sign up. Hope I get in myself.

Website is being hammered atm, so here's an image from the official site. (https://scontent-lga1-1.xx.fbcdn.net/hphotos-xta1/v/t1.0-9/11800152_10200718730128727_6459163746580333759_n.jpg?oh=602266d65fabbb6fc5a9bee07039338d&oe=5611D8D7)
Title: Re: Tree Of Savior (Project R1) CBT 3 trailer: Focus' on PVP, new content, mouse cont
Post by: Beetleking on July 27, 2015, 08:15:09 AM
Quote from: Ryochan;1410621
Quote from: Beetleking;1410620
Here we go.


Tree of Savior (Eng. ver) Beta Test Schedule - ITS HAPPENING

https://www.reddit.com/r/treeofsavior/comments/3erhg9/tree_of_savior_eng_ver_beta_test_schedule_its/

:wah: Just woke up. Well good luck to all who sign up. Hope I get in myself.


I think u deserve CBT3 key.. you've been a good servant here :p  

offical site does not work anymore because of huge ass rush xxD HAHHAHA..
Title: Re: Tree Of Savior (Project R1) CBT 3 trailer: Focus' on PVP, new content, mouse cont
Post by: ZeroTigress on July 27, 2015, 03:25:37 PM
Quote from: Beetleking;1410622
offical site does not work anymore because of huge ass rush xxD HAHHAHA..

No kidding. Can barely load the forums since it's being hammered.
Title: Re: Tree Of Savior (Project R1) CBT 3 trailer: Focus' on PVP, new content, mouse cont
Post by: Ryochan on July 28, 2015, 03:19:32 PM
Quote from: Beetleking;1410622



I think u deserve CBT3 key.. you've been a good servant here :p  



Aww thanks man :bawi: I want to try out Monk.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: MaddenProPlr on July 28, 2015, 05:01:50 PM
Good luck guys!

Hope I get picked.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on July 31, 2015, 11:11:55 AM
Bad luck I guess.. I didint get the Key..
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on July 31, 2015, 11:39:47 AM
(http://puu.sh/jkmzs/5254aff971.png)
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on July 31, 2015, 02:22:24 PM
Someone give me an invite, I'll be your best friend forever
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on July 31, 2015, 03:19:53 PM
I got an invite! Good thing I bothered to login on the website this week :D

(http://i4.photobucket.com/albums/y118/serthy/ToS%20Invite_zpsgui08ydh.png)
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on July 31, 2015, 05:03:55 PM
Congrats! =D
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Uke Boy on July 31, 2015, 06:04:27 PM
Anyone else who gets a beta key we should get together on Tuesday (They pushed it back) and play.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Crossheart on July 31, 2015, 06:53:43 PM
No one of my close friends get a key...
:sadfrog:
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: MaddenProPlr on July 31, 2015, 06:58:25 PM
Didn't get picked......darn. :(
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: nixs on August 03, 2015, 12:26:49 AM
Sweet. Got in as well.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 03, 2015, 11:02:08 AM
an old highschool friend got a code and gave it to me
[ame]http://www.youtube.com/watch?v=H5CSBZz3eOI[/ame]
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 04, 2015, 03:17:54 PM
Logged in my Steam and noticed there's a patch today. Make sure to patch your game now instead of waiting later when the server is up.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Uke Boy on August 04, 2015, 03:38:24 PM
If anyone wants to play this week my Steam is MavrickArch
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Jackie Chan on August 04, 2015, 03:52:34 PM
Can you share your thoughts with us? I'm really interest on this game.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 04, 2015, 08:29:40 PM
At first I didn't like the sound using keyboard movement and no mouse, but I must say, I'm enjoying it so far. Also works perfectly with a game controller.

If anyone wants to play with me, add me to Steam. My steam name is kfmc08

-edit-
Aiming is a pain in the ass with a controller since right now, the controller button for tab targeting doesn't work when you have target-lock on. I'm pretty sure this is a bug since tab targeting with a keyboard works with target-lock on.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Uke Boy on August 05, 2015, 10:23:39 AM
I did not like the movement with the keyboard so i switched to mouse and like it alot.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 05, 2015, 03:39:28 PM
So far I've tried Wizard and Cleric. I must say, it feels a lot like old RO where some classes are clearly more efficient at killing stuff than others. It's not like the modern day mmorpgs where all classes are "balanced" to have the more or less the same leveling efficiency. Soloing wise, I found Cleric to me immensely easier than Wizard since Clerics can heal and just like RO, pots can be expensive. Also just like RO, casters are so sp dependent that it's a struggle when you run out of sp. At least the Wizard's basic attack is matk (int) based, but it's nowhere near as strong as the basic attack of the other classes. For Clerics, it's even harder since their basic attack is atk (str) based, but their spells are int based. So a caster Cleric's basic attacks won't hit hard compared to a melee Cleric (which as an actual build if you want to change to Monk or Paladin).

Speaking of Cleric, Heal can damage any enemy, so there's that for Cleric leveling :).

Another thing I noticed was the damage type vulnerabilities. Enemies are weak against either slash, stab, or smash. Your attack's damage type depends on either your weapon or the ability itself.

I also noticed that spells have elements - ice, fire, earth, lightning. - but I haven't seen any elemental vulnerabilities so far. I did see some passives such as lightning dealing more damage against frozen targets.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 05, 2015, 04:20:53 PM
Testing the in-game replay feature.
[ame]http://www.youtube.com/watch?v=4Wk3MVZ8uzw[/ame]

So far as a melee based class, I love the keyboard. Mouse is waaay better for ranged classes though. Also it's been said that the exp rate is lower than Korea's atm, because they don't want ppl lvling up too much in iCBT1. They wanted to focus on server stability/connections.

But overall at lvl 17, not too bad atm. A few more animations on different things, and more polish will do the game good.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 05, 2015, 04:49:55 PM
How do you use the in-game replay? I tried pressing F12 and nothing happens. My TreeOfSavior/release/avicapture folder is still empty.

-Edit-
Nvm, the hotkey is F11 now apparently.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 05, 2015, 05:52:03 PM
Yeah they changed it due to Steam's screenshot feature being F12. Anyway back to work again I go. Will probably try the pad tomorrow.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 06, 2015, 12:23:26 AM
Here's a video of my Cryomancer soloing a quest boss. So far, the Wizard seems like the best for kiting thanks to being able to jump attack. Archers can strafe while attacking but it's way too slow to dodge attacks, and no, they can't jump attack.

https://www.youtube.com/watch?v=QfHSyilP6xM

It's clear from the world chat that there are a lot of RO players in ToS. As soon as servers went up yesterday, I saw nothing but S>GTB and S>GR on chat lol. And when I partied with this random Priest, she was trying to res me and said she's waiting on her "Safety Wall" cooldown. There's a similar ability but it's called "Safety Zone" :)
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on August 06, 2015, 12:13:07 PM
T-that l-looks awful
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 06, 2015, 01:40:40 PM
Skill simulator to give y'all a better idea of how class changing works: http://www.tosbase.com/tools/skill-simulator/

Just think of all the different possible combinations!
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Uke Boy on August 06, 2015, 09:33:54 PM
Was kinda lost the few days on how to get past the mines cause I was stuck at lv.12 but I found that talking to npc's can give you a lot of quests and now I'm lv.25 pyro.
 
 I tried accepting your friend request Prodigy but it looks like the friends list is broken or something cause I can't accept it.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 06, 2015, 10:47:21 PM
Yup, friends list is still broken.

I was so used to quest npcs having '?' or '!' above their heads that I got stuck/lost at level 20. Then I realized that those random guard npcs scattered on the fields give you quests.

My thoughts on leveling so far:
Just like most modern day mmorpgs, leveling is done mainly through questing. So you just have to follow your main story quest, and make sure to pick up all the "kill" and "gather" quests along the way. What's nice is whenever you finish a quest, you can teleport back to the quest giver to speed things along.

I also noticed that monster grinding is a viable leveling alternative, which is best done in a party. People keep saying that the exp curve is higher than normal (compared to Korea), so hopefully, leveling via grinding will be even better once beta is over.

Speaking of partying, there are 3 exp sharing options. "Get Separately" (aka each take), "Equal Distribution" (aka even share), "Different by Level". The names are kinda self-explanatory. What I really like is the fact that each take is an option. Something that I've disliked with current mmorpgs is how you can't party with high level friends without eating their exp. Thus you can't help them with instanced quests and the like. This also means you can't do things like be a heal/buff slave since most support skills requires you to be in a party. But with an each take system, there will be no problems in exactly those things.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on August 07, 2015, 11:27:45 AM
Go in Treeofsavior forum and almost everyone is crying about hard grinding. I agree that its little bit brutal for low level because this is CBT afterall  and its seems people cannot stand old school leveling. I still hope that final game is not going to be easy to grind but im not expecting Old school Ro1 style grinding..


Ah u guys are lucky..! I didint get the key when there was like 2 chance to get it..
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 07, 2015, 12:07:45 PM
So apparently, the top 1000 leveled players got a second beta key today, to use for this beta session.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on August 07, 2015, 02:25:42 PM
Quote from: Prodigy;1410735
So apparently, the top 1000 leveled players got a second beta key today, to use for this beta session.

Yeah and also Today was second chance to get beta key and I missed it...
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: MaddenProPlr on August 07, 2015, 02:34:34 PM
I got an invite today, so looks like I'm playing ToS this weekend!
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 07, 2015, 11:24:21 PM
Boss was bugged and going crazy xD;; Those lasers weren't supposed to last that long.
[ame]http://www.youtube.com/watch?v=d7p1ClolASg[/ame]
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 07, 2015, 11:54:20 PM
Nice bug. It looked like the boss didn't use it's other attacks, so you could have just stood on a foothold and just whack away.

Anyways, here's what a messy party play looks like. I'm playing support Priest.
https://www.youtube.com/watch?v=bA0FYOZqt1I
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 09, 2015, 12:48:02 AM
When I partied my lvl 9 friend with my 31 Priest, I noticed that when I put it on even share, he was getting half of what he normally gets solo. That by itself is not noteworthy, until you consider that a lvl 31 char can one-shot everything in the level 9 zone. It makes me wonder if power-leveling via leeching with a high level char is possible. I still don't know what the level range of equal distribution is, or if there is a range at all.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on August 09, 2015, 01:35:03 PM
Someone was nice enough to lend me their steam account with a tos beta, currently downloading. Can't wait~!







===============================================




Oh did the iRO staff quit and went to tos now? lmao (http://puu.sh/jvKgy/98ee8fb7e4.png)















========================================


OH NVM THATS JUST A PUB OR SOMETHING I'M DUMB
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 09, 2015, 11:31:42 PM
Quote from: Prodigy;1410743
Nice bug. It looked like the boss didn't use it's other attacks, so you could have just stood on a foothold and just whack away.

Anyways, here's what a messy party play looks like. I'm playing support Priest.
https://www.youtube.com/watch?v=bA0FYOZqt1I

lol it looked like you guys were just having fun.

Also XD It would be funny if Oda did do that rofl.

Anyway, hope everyone had a decent time. I'll be sending my feedback on the beta to them sometime this week. =D

(http://oi57.tinypic.com/14bn7k8.jpg)
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Veemon on August 10, 2015, 05:13:45 AM
Quote from: Prodigy;1410753
When I partied my lvl 9 friend with my 31 Priest, I noticed that when I put it on even share, he was getting half of what he normally gets solo. That by itself is not noteworthy, until you consider that a lvl 31 char can one-shot everything in the level 9 zone. It makes me wonder if power-leveling via leeching with a high level char is possible. I still don't know what the level range of equal distribution is, or if there is a range at all.

RO2 leveling in nutshell is give someone in higher level WP items/WPE and you'll sit until your level is close with them... I personally don't want things like that, leech leveling is not forbidden but there should be a limit. RO1 has too tiny level limit in leveling party (even in renewal w/ 15 levels, I'd say that) while RO2 being no range is soo dumb....
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on August 10, 2015, 07:12:42 AM
My only complaint was the controller targeting, I play with my dualshock4 and mobbing is kinda clunky. The right analog stick is pretty much useless.

They'll probably improve it soon.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Wabbit! on August 10, 2015, 11:37:49 AM
Can some brother explain how to play this game to a non-geek brother? Where do I sign up? Is it released for regular population or do I have to be a neckbeard?
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on August 10, 2015, 11:51:01 AM
What you guys think about long cooldowns and linear map? I hope that they put more leveling variety in future because its seems the game has one line to follow..Some higher leveled maps has more corridors  thought.. Need more grinding variety for  every level range..
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 10, 2015, 01:10:37 PM
Quote from: Wabbit!;1410765
Can some brother explain how to play this game to a non-geek brother? Where do I sign up? Is it released for regular population or do I have to be a neckbeard?
Go to their website https://treeofsavior.com/ and login (using either Facebook or Google+ account), and pray to the gods that you get selected for the next beta test. The game itself is on Steam and if they give you a beta key, you'll have to redeem it on Steam.

Quote from: Beetleking;1410766
What you guys think about long cooldowns and linear map? I hope that they put more leveling variety in future because its seems the game has one line to follow..Some higher leveled maps has more corridors  thought.. Need more grinding variety for  every level range..
The cooldowns are actually okay for the speed of the game. 1 skill use takes away 1/3 to 1/2 of the hp of the mob so one cycle of skills can kill off the whole mob and by the time it takes for you to gather the next mob, your skills should be ready.
As for having a variety of grinding maps, I only reached level 41 and that was incredibly linear. However, from what I've read, the leveling places start to branch out at around level 50 (if I remember correctly) and that you'd have several different maps you can grind on for the same level range.
The low level maps not having variety is a good thing in my opinion since it gives new players a direction to follow at the beginning before they are left on their own.

Quote from: GNU;1410763
My only complaint was the controller targeting, I play with my dualshock4 and mobbing is kinda clunky. The right analog stick is pretty much useless.

They'll probably improve it soon.
Agreed with the right analog stick being useless. As it is, I find it better to turn off target-lock, run towards my intended target, and press target-lock again.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 10, 2015, 11:23:43 PM
Quote from: Beetleking;1410766
What you guys think about long cooldowns and linear map? I hope that they put more leveling variety in future because its seems the game has one line to follow..Some higher leveled maps has more corridors  thought.. Need more grinding variety for  every level range..


I'm fine with the cooldowns, but not fine with the linear maps, and NPCs bunched up on 1 or 2 cities. Going to be sending more feedback directly to them for iCBT1.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on August 11, 2015, 06:35:12 AM
People were saying it gets more open on higher level places? Not sure since I only read that from microhpne chat.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 12, 2015, 06:08:36 PM
Since questing vs. grinding was a topic a few pages back, here's my thoughts on leveling in ToS:

So far, I my base/job level was 41/2 at rank 3 (third class if you will, out of 6 ranks). My leveling breakdown is as follows:

1-9 questing
9-15 repeatable quests
15-27 questing
27-30 grinding
30-31 questing
31-34 grinding
34-35 questing
35-40 grinding
40-41 questing

As you can see, I often alternated between questing and grinding and that at lvl 30+, I started doing more grinding than questing. However, the questing maps are in the same place as the grinding maps, so you're killing the same monsters whether you quest or grind. Basically, you do quests until you run out of them and are too underleveled to move on to the next area, so you grind the rest of the way. As far as I can tell, dungeon leveling (repeatedly running the same dungeon over and over again) does not exist.

As for the type of quests, it's fairly mmo standard. Kill x monsters; gather y materials; interact (click) on z objects. At every 3rd quest or so, you'll find a quest boss. While the bosses themselves are not hard, they have an insane amount of hp and defense, taking me around 3-5 minutes to solo one. Although in a party, bosses take less than 2 minutes to kill. Quest objectives are also party shared, so you'll finish much faster in a party.

As for grinding, you basically run from room to room and blow everything up. Mobs spawn in a fixed zone and don't wander off too far from that zone. They also reset if you try to pull them too far. So instead of mob training like we normally do in RO, you just run into a room jam packed with mobs, use your AoE skills, and then proceed to the next room. And I do mean jam packed. Mob density is quite insane (unless it's crowded), so it really helps to have a tank and a healer in the party.

Lastly, there are monsters known as blue mobs. Basically a blue monster is like a normal monster but is glowing blue. By like a blue monster, I mean stats-wise, it's the same as a blue monster -- it dies very quickly. The bonus is a blue monster is 400 monster's worth of exp. (It's just my estimate since at level 37, I was getting 50 exp per monster and the blue monster gave me 20k exp). The downside is the spawn rate of those blue mobs are very random and unreliable. Some people are lucky and encounter 3 of them within minutes and get to solo the exp which is like instant 5-7 level ups. Others are unlucky and grind for hours and still not see one. There are also white and gold mobs which drop lots of loot and spawn at the same rate as the blue mobs.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: ZeroTigress on August 13, 2015, 01:22:32 AM
Well, well, well, what do we have here?

https://forum.treeofsavior.com/users/doddler/
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: oneway on August 13, 2015, 07:54:06 PM
Doddler mentioned someone from the dev team noticed him and felt it was a imposter doddler
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: ZeroTigress on August 14, 2015, 11:22:11 AM
Quote from: oneway;1410804
Doddler mentioned someone from the dev team noticed him and felt it was a imposter doddler

Doddler-ganger?
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on August 28, 2015, 08:43:36 AM
Big news!

New Class Advancement System

The last patch in kCBT has changed the class advancement system. Now classes are no longer locked away from you.
I.E If you're Cleric, and decide to go Krivis, in the future you can still become Cleric 2 or Priest.
Time for new builds.



https://www.reddit.com/r/treeofsavior/comments/3ipx6s/psa_new_class_advancement_system/
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 28, 2015, 12:20:44 PM
ToS definitely needs skill and class resets after this. Before this, we were already looking at about 880 class combinations going just up to rank 6. This easily puts the combinations in the thousands.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on August 29, 2015, 09:58:20 AM
Gotta pay up for it i'm sure lol
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 30, 2015, 03:30:15 AM
Lol yeah someone broke the NDA in the KR CBT, they're just experimenting with it atm. Hopefully if it makes it to release, it will be refined.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on August 30, 2015, 10:40:22 AM
This new system makes more sense considering that they are planning to have hidden classes. From the sound of things, hidden classes will be classes that will show up in your class change list only after you've completed its requirements. In the old system, if you were not aware of a hidden class, it's possible to completely lock yourself out of that class.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on August 30, 2015, 01:39:01 PM
Quote from: Prodigy;1411064
This new system makes more sense considering that they are planning to have hidden classes. From the sound of things, hidden classes will be classes that will show up in your class change list only after you've completed its requirements. In the old system, if you were not aware of a hidden class, it's possible to completely lock yourself out of that class.

Sounds pretty true. With the old system, I was thinking of hidden NPCs, depending on if you're rank 7-8 in class format.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on September 18, 2015, 08:46:40 AM
New kCBT3 Skill Additions and Changes - Summary


https://www.reddit.com/r/treeofsavior/comments/3lfg9l/new_kcbt3_skill_additions_and_changes_summary/
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Prodigy on September 18, 2015, 09:29:47 PM
o_O

Priests get Mass Heal now. I'm definitely going for Circle 2 Priest at least.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Ryochan on September 20, 2015, 12:40:11 PM
I wonder how many skill points they'll give us now O.o
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on September 21, 2015, 06:14:22 AM
List of Planned/Future Changes

Recently, IMC have added a list of future changes they're planning to add. These include major changes to skills, and other changes to characters, monsters and companions.

https://www.reddit.com/r/treeofsavior/comments/3lsqjv/list_of_planned_changes/


Thank god they take out Savagery and Agression.. Now there are much more balance in Swordman class tree.
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: Beetleking on September 27, 2015, 04:35:54 AM
They improved starting area graphic. It has more detail, better lightning and vibrant color..

https://www.reddit.com/r/treeofsavior/comments/3mizda/they_have_been_improving_starting_area_graphic/
Title: Re: Tree Of Savior (Project R1) International B E T A B O Y Z
Post by: GNU on October 01, 2015, 06:21:46 AM
https://forum.treeofsavior.com/t/update-regarding-the-next-cbt/41322
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: Beetleking on October 01, 2015, 02:52:05 PM
2nd CBT for Tree of Savior in October.
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: Prodigy on October 02, 2015, 04:01:15 PM
Oh joy, those who were in the first beta gets in this one too! Yipee!
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: MaddenProPlr on October 04, 2015, 12:31:00 AM
Quote from: Prodigy;1411640
Oh joy, those who were in the first beta gets in this one too! Yipee!

For real?  Hope we get to test more content.
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: Prodigy on October 04, 2015, 09:10:26 AM
Quote from: MaddenProPlr;1411659
Quote from: Prodigy;1411640
Oh joy, those who were in the first beta gets in this one too! Yipee!

For real?  Hope we get to test more content.


Taken from the link that GNU posted:
Quote
Our plan at the moment is to launch the 2nd CBT for Tree of Savior in October.
The test will run longer this time, for approximately one month, and previous testers who have joined us in the 1st CBT will be able to join us again, along with 5,000 new testers.


I wonder if we get to keep our characters between closed betas? I sure would love it if I don't have to go through level 1-30 all over again just for testing.
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: Beetleking on October 06, 2015, 05:46:15 AM
Quote from: Prodigy;1411672
Quote from: MaddenProPlr;1411659
Quote from: Prodigy;1411640
Oh joy, those who were in the first beta gets in this one too! Yipee!

For real?  Hope we get to test more content.


Taken from the link that GNU posted:
Quote
Our plan at the moment is to launch the 2nd CBT for Tree of Savior in October.
The test will run longer this time, for approximately one month, and previous testers who have joined us in the 1st CBT will be able to join us again, along with 5,000 new testers.


I wonder if we get to keep our characters between closed betas? I sure would love it if I don't have to go through level 1-30 all over again just for testing.


30lvl is very easy get if they add Korean exp rate.


Several upcoming classes were added to the games files / had their Rank adjusted. Those classes are not available ingame right now but might get added soon.

http://forum.tosbase.com/viewtopic.php?f=32&t=1425&p=8042#p8042

Shinobi Rank 7
Fencer Rank 7
Dragoon Rank 8
Templar Rank 8

PiedPiper   Rank 8
Appraiser Rank 8
Cannoneer Rank 7
Musketeer Rank 7

Mimic Rank 11
Daoshi Rank 11
Sage Rank 7
Warlock Rank 7
Featherfoot Rank 8

Chaplain Rank 8
Shepherd Rank 9
Plague Doctor Rank 7
Kabbalist Rank 7
Murmillo Rank 8
Title: Re: Tree Of Savior (Project R1) icbt2 coming soon.
Post by: Beetleking on October 16, 2015, 04:15:09 AM
Big news!!! There is no limit on the number of testers . So now everybody can register and play this game but remember that register period ends October 19, 2015 so be fast!

Test Schedule

Tuesday, October 27, 2015, 03:00 AM (EDT) ~ Thursday, November 25, 2015, 23:00 PM (EST)


More details here..

https://forum.treeofsavior.com/t/tos-eng-ver-2nd-beta-test-schedule/53093
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Prodigy on October 17, 2015, 09:26:16 PM
Wow, an entire month of beta testing! I'm assuming that the number right next to the Register for 2nd Beta Test Key button is the number of players registered. 114k . . . expect for the servers to crash for the first week :(
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Beetleking on October 18, 2015, 04:09:45 AM
Quote from: Prodigy;1411852
Wow, an entire month of beta testing! I'm assuming that the number right next to the Register for 2nd Beta Test Key button is the number of players registered. 114k . . . expect for the servers to crash for the first week :(


Yeah its seems to be stress testing and Dev said that this beta might last longer than just one month.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Beetleking on October 21, 2015, 04:35:34 AM
They added monster gem system in the game.. So is this going to replace Ro1 card system??

There is different variety of same monster gem and they gives different effect..

Here is all gem that they added in patch..


Monster gem list 1

https://imgur.com/a/gqqqU

Monster gem list 2

https://imgur.com/a/LNQsI

Monster gem list 3

https://imgur.com/a/GlgzP

Monster gem list 4
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: I Hate Anime on October 21, 2015, 09:15:15 AM
Wasn't Kim Hakkyu fired for keeping RO in beta too long?

Not surprised at all with the long beta test.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: ZeroTigress on October 21, 2015, 11:39:28 AM
Quote from: I Hate Anime;1411949
Wasn't Kim Hakkyu fired for keeping RO in beta too long?

Not surprised at all with the long beta test.

I heard it was company drama that made him quit.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: GNU on October 21, 2015, 10:05:55 PM
I got 2 beta keys right now
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Rya.Reisender on October 22, 2015, 05:22:31 AM
I think the reason wasn't really disclosed to the public, so it could very well be true, who knows.

(The original RO development team quit because they wanted to make unique MMORPGs wheras Gravity wanted them to make generic MMORPGs that bring in money, though. But that was much much later.)
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Sera on October 22, 2015, 05:25:46 AM
Well, they ended up with neither, so guess that worked out well for them

=.=a
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Beetleking on October 22, 2015, 05:55:39 AM
They added 3 servers. Im going for Gabija because I live in europe.. Less ping..


\Steam\steamapps\common\TreeOfSavior\release

Laima sv0 54.88.25.242 New_York sv1 52.1.232.91 New_York
Zemyna sv 052.2.37.158 New_York sv1 52.2.8.230 Los_Angele
Gabija sv0 52.20.66.199 Paris sv1 52.21.141.72Paris
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Rya.Reisender on October 22, 2015, 06:08:59 AM
Y'know, every publisher should put each server in a different location. That's brilliant.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: GNU on October 27, 2015, 06:28:30 AM
Everything is laggy because servers are crapping itself

$700 GPU 20fps

It can't even support 4K UHD right

shit game
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Veemon on October 27, 2015, 06:54:05 AM
I'm sure 100k+ players are even more than RO beta testers lol. They simply not anticipating this.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: oneway on October 27, 2015, 11:28:13 AM
get rekt am on a msi 6870 twin frozer 3 and getting constant 55 fps
Quote from: GNU;1412118
Everything is laggy because servers are crapping itself

$700 GPU 20fps

It can't even support 4K UHD right

shit game
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: GNU on October 27, 2015, 12:56:13 PM
Now try to go to the main town on the most populated channel
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Prodigy on October 29, 2015, 06:48:47 PM
I haven't been able to play much but so far, leveling seems much faster. My friend who absolutely complained about how grindy the first beta was and quit at around level 20 managed to reach level 40 in one day.

Although I'm only lvl 18 right now, I did notice that I reached Circle 2 much faster than before while doing the exact same thing.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Ryochan on October 30, 2015, 12:33:21 PM
I'm having a blast with the game. Haven't played in a few days though, the lag is definitely killer atm lol, but it's to be expected. i have a lvl 64 Highlander and a lvl 40 something priest on Zemyna. I was disappointed in iCBT1, but they improved it a lot. It still needs a lil work here and there, but definitely not as much as before.

Some random footage back when I was 62
[ame]http://www.youtube.com/watch?v=z4e5weG5MsM[/ame]
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Prodigy on November 04, 2015, 05:04:15 PM
I just logged on today and noticed a new server: Saule(Latin America)
Yes, it very clearly includes (Latin America) in the server name. I just find this humorous.
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Crossheart on November 05, 2015, 06:43:35 AM
Quote from: Prodigy;1412277
I just logged on today and noticed a new server: Saule(Latin America)
Yes, it very clearly includes (Latin America) in the server name. I just find this humorous.


It should be called Brazilian server, since most of the population are BR... and since them openly refuse to talk in english it's kinda expected being "exiled"... :facepalm:
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Sera on November 06, 2015, 03:06:00 AM
have you ever seen the hue face of god, exile?
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Crossheart on November 12, 2015, 12:20:36 AM
Just sharing the fact that I HATE THIS BOSS IN PARTICULAR

https://www.youtube.com/watch?v=rdNFoGhyldY (https://www.youtube.com/watch?v=rdNFoGhyldY)
Title: Re: Tree Of Savior (Project R1) icbt2 (Pretty Open) 10/27
Post by: Ryochan on November 12, 2015, 12:29:52 AM
That boss was only easy for me, because I have heavy debuffs on my Highlander. But anywhow. OBT trailer~ I like that with each beta, they improve the game significantly, and listen close to feedback. I get a bit frustrated here and there with CBT2 lol. But I'm just happy the problems are in the beta, so it can be worked on.
[ame]http://www.youtube.com/watch?v=sayYpOhqJXg[/ame]
Title: Re: Tree Of Savior (Project R1) KR OBT trailer (icbt2 till 11/25)
Post by: Panteperu on November 12, 2015, 02:03:27 PM
I hated the worm-like boss that spreads aoe poison skills everywhere... what an insane boss, seriously. Around level 60.
By far it has been the one i enjoyed the most also. (after i killed it)

The most frustrating was the boss at the 2nd floor of tenet chapel (cant remember names, sorry).
Title: Re: Tree Of Savior (Project R1) KR OBT trailer (icbt2 till 11/25)
Post by: Ryochan on November 12, 2015, 03:41:32 PM
Quote from: Panteperu;1412337
I hated the worm-like boss that spreads aoe poison skills everywhere... what an insane boss, seriously. Around level 60.
By far it has been the one i enjoyed the most also. (after i killed it)

The most frustrating was the boss at the 2nd floor of tenet chapel (cant remember names, sorry).


Poison Bosses =_=;; they're the most annoying for me lol.
Title: Re: Tree Of Savior (Project R1) KR OBT trailer (icbt2 till 11/25)
Post by: Crossheart on November 19, 2015, 11:28:53 AM
Another thing that i like about:
This kinda hidden skill interaction
https://www.youtube.com/watch?v=ljerh_gl428 (https://www.youtube.com/watch?v=ljerh_gl428)
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: Ryochan on November 20, 2015, 03:11:49 AM
CBT extended + double exp https://forum.treeofsavior.com/t/announcement-on-extension-of-beta-period-and-exp-event/119537
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: BITCH on November 24, 2015, 04:11:33 PM
my first world boss <3

[ame]http://www.youtube.com/watch?v=w0vh6t0aPS4[/ame]
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: Ryochan on December 03, 2015, 07:40:40 AM
New World map, wow. And dat BGM :)
[ame]http://www.youtube.com/watch?v=qlKRELVJY4U[/ame]
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: Rumm on December 05, 2015, 05:53:27 AM
Fun game though Swordies and Clerics are way more useful then Wizard & Archer (overall).  Specifically 2handed swordies are very very strong (though I only played to 100).

The main problem with this game is...ranged fighters just feel too weak compared to melee classes.  Melee hits are AoE while ranged hits are not - on paper this seems balanced yet in practice enemies are usually best killed in mobs (Ah La RO) so having infinite AoE ability, coupled with superior tanking skills just makes melee (cleric/swordie) overall much much easier to play.

Also, Elementalist was a real let down.
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: Crossheart on December 05, 2015, 07:10:27 AM
I have no problem playing Wizard classes, it's just to learn how to play with them...

...archers on the other side, yeah, they are pretty bad, and need some fixes.
Title: Re: Tree Of Savior (Project R1) iCBT2 extended to 12/9 + double exp
Post by: Rya.Reisender on December 08, 2015, 11:01:07 AM
They overcompensated for making DS too powerful in RO1. =p
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Ryochan on February 26, 2016, 03:59:04 PM
Website is updated and revamped.
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Prodigy on February 26, 2016, 06:19:23 PM
and more importantly, OBT coming soon™

and gosh, revisiting the skill calculator since I played last CBT, I see that there are new classes added and some current classes had new skills added. My build idea just went out the window right there.
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Pa.rabola on March 16, 2016, 08:16:38 AM
$50 early access. Oh dear.
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Prodigy on March 16, 2016, 09:17:11 PM
Basically $50 3-months head start,  $30 2-months head start, $20 1-month head start.

On the bright side, free to play on June 19th. They practically announced the release date without focusing on the release date.

-edit-
Wow, I just realized that the 3-months head start is next week! So. Very. Tempting.
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Charon on March 17, 2016, 11:46:24 AM
The announcement got a very displeased reaction on the official forums.
-mostly because it came at the end of a 3 week-silence after an announcement that promised "open beta soon"
-but also because a lot of people consider a 3 months headstart for founders unacceptable

The deal itself was actually fair and brilliant at the same time, as you'd have gotten ~60$ worth of cash-shop currency anyway, get the fans to play that are so hyped that they won't mind if the game still has a few more bugs, all the while making it possible to have a stable start and step-wise increase in population in 3 months/waves, while also not having to deal with bots off the bat. They just screwed up very badly in marketing, ie misleading hype and poor communication.

But as a result of the uproar, they're revising the plan now. From the looks of the poll, it's going to be 20/30/50$-options for playing in a week or so (still with appropriate amount of TP and some added rewards like a free companion and skill reset potion), but the "early access" only lasting a month before the game goes completely F2P already.

;D
Title: Re: Tree Of Savior (Project R1)OBT starting soon/web revamp
Post by: Ryochan on March 18, 2016, 05:44:22 PM
Announcement, availability, early access changes https://forum.treeofsavior.com/t/founders-server-exclusive-access-now-purchasable-on-steam/151534
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Prodigy on March 18, 2016, 06:10:34 PM
OMG, so they basically moved f2p from June to April! BEST NEWS EVER!!!
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Blueness on March 21, 2016, 03:56:35 PM
Moved this over to the new ToS forum I created per request.

If there's any other threads running around that would be a good fit just report it and I'll move it.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Remiri on March 24, 2016, 10:21:12 AM
Buncha Tossers. ;-)

Can't wait to play.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: supatony on March 28, 2016, 01:36:39 PM
Exclusive Access 1
A. Price: $49.99
B. Exclusive Access Period: 1 Month
C. Benefits: 650 TP + 1x 60 day Token + 2 Hair Accessories (Hanaming + Popolion Doll) + 1 Companion (Hoglan) + 1 Stat / Skill Reset Potion

Exclusive Access 2
A. Price: $29.99
B. Exclusive Access Period: 1 Month
C. Benefits: 380 TP + 1x 30 day Token + 1 Hair Accessories (Popolion Doll)

Exclusive Access 3
A. Price: $9.99
B. Exclusive Access Period: 1 Month
C. Benefits: 160 TP

Game is already on Steam, and I believe will be playable at 12:00 AM PST tonight!

Also these prices will have a 30% discount a week prior to full launch.. so given that:

Cheapest: Just buy the $10 pack($7 if you wait for the discount)
Cheapest with all bonuses: Wait for discounted $50 pack. Total: $35
Cheapest early start + all bonuses: $10 and discounted $50 pack. Total: $45
Cheapest all bonuses + early Token: $30 and discounted $50 pack. Total: $65
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 01, 2016, 04:17:17 AM
Finally got a chance to even try the game

it sucks, my neck is broken, pls help

Also why are the controls so fucking clunky?

click to move hasn't been a thing in like 15 years and there's no good "skip conversation and affirm" button(like Tera's "F" button),

controller play sucks because you have to remember multibutton combos to activate basic menus and you can only interact with menus via a controller controllered free-moving cursor which is irritating to try to center over the game's tiny-ass buttons.

keyboard mode is just stupid because keyboard only is always just stupid and is for people too poor to have a mouse or a controller.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 03, 2016, 05:37:33 AM
OH GOD I JUST NOTICED IT LOADS PLAYSTV ON YOUR COMPUTER HELLO 10GB WASTED SPACE
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Prodigy on April 05, 2016, 01:45:56 PM
Quote from: Sera;1413079
Finally got a chance to even try the game

it sucks, my neck is broken, pls help

Also why are the controls so fucking clunky?

click to move hasn't been a thing in like 15 years and there's no good "skip conversation and affirm" button(like Tera's "F" button),

controller play sucks because you have to remember multibutton combos to activate basic menus and you can only interact with menus via a controller controllered free-moving cursor which is irritating to try to center over the game's tiny-ass buttons.

keyboard mode is just stupid because keyboard only is always just stupid and is for people too poor to have a mouse or a controller.


Spacebar is the "F" interact button. You can spam it to go through npc dialog. On the controller, it's the B/Circle button.

Even though I use the controller, I still use the keyboard/mouse to interact with menus. The F1-F11 keys open various windows, and I just use the mouse to click on stuff. I agree that using the controller stick to move the cursor is stupid.

For pure combat, the controller works great! Just have a keyboard/mouse ready because really, this game is more of having partial controller support than being a full controller game.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 06, 2016, 04:24:17 AM
Yeah, I figured that out and have been playing exactly the same way. My biggest gripe with controller (other than cursor control) is targeting is really iffy with large  or constantly moving mobs (i.e. one boss + traps + adds), especially since the target lock/switch commands seem to be entirely non-functional.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 09, 2016, 02:09:31 AM
Is there anyone who speaks english playing this game on Orsha q.q
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Mischelle on April 09, 2016, 01:24:13 PM
Quote from: Sera;1413103
Yeah, I figured that out and have been playing exactly the same way. My biggest gripe with controller (other than cursor control) is targeting is really iffy with large  or constantly moving mobs (i.e. one boss + traps + adds), especially since the target lock/switch commands seem to be entirely non-functional.

Hitbox is a thing here.  Every weapon type not only has a different spread, but a varied distance as well.  It's been noted, for example, that spears are OP as shit for hitting from range, but you need to be within like 15 degrees of the target to hit.  2HS, on the other hand, have something like 120 degrees of spread.

Target lock is pretty much just a thing for archers, maybe wizards.  Both lock and switch work fine with my controller, but this is not a tab target game, I find them irrelevant.  The biggest thing is position lock, which isn't on the controller map by default.  Since aim direction is such a big thing, the ability to stand still and turn is also a big deal.  I would recommend you do a custom keymap to make this function very easy to use.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: ZeroTigress on April 09, 2016, 08:33:36 PM
Quote from: Sera;1413118
Is there anyone who speaks english playing this game on Orsha q.q

Weird, I was told Klaipeda was the unofficial non-English server. Did those players change their minds?
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 10, 2016, 08:11:08 AM
Well, I made a character on Klaipeda too. Still don't know anyone.

Guess I gotta brush up on my hue.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 11, 2016, 06:15:03 AM
Anyway, I'm playing Canaan on Klaipeda (Also have Melissa on Orsha)
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Remiri on April 12, 2016, 02:56:51 PM
Team name Remiri on Klaipeda, feel free to say hi. :^)
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Prodigy on April 14, 2016, 02:21:24 PM
So on the official ToS forums, the Brazilian community basically decided they will go to Orsha back when the two server names were announced.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 15, 2016, 04:15:24 AM
So that would be why I was getting that vibe from Orsha, glad I made the switch.

Also, Official forums?

The fuck, haven't these people heard of reddit.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Blueness on April 19, 2016, 05:51:46 PM
Quote from: Sera;1413136
reddit.



Read it? What do you mean?






;)
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: ZeroTigress on April 19, 2016, 10:24:38 PM
Red what?
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: The Jesus on April 19, 2016, 11:32:36 PM
I am Rowsdower on Klaipeda

Holla at a player

Looking to pvp/gvg
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Sera on April 21, 2016, 04:57:27 AM
Quote from: ZeroTigress;1413156
Red what?


[spoiler]
(http://i.imgur.com/7fpoBVf.png)

...wrong game tho maybe
[/spoiler]
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Conquista on April 25, 2016, 06:21:21 AM
playing on klaipeda

if anyone that is not "rude" and wants to join my stack, pm me. I'll toss a discord invite.

mostly ET focused, but we'll be doing gvg or pvp once they get their optimization fixed.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Dishonru on April 29, 2016, 11:02:25 PM
I'm on Klai

feel free to add Watlok

currently low lvl scrub lord

106 c2/kriv2 (going kriv3 to druid2, not really convinced it will be great but w/e)
70 w1/cryo1/linker1 going linker2/chrono3 for some reason, really love linker
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: nixs on May 08, 2016, 10:26:01 PM
Name is Lachryma im currently lvl 213. come say hi! sever is klaipedia.
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Prodigy on May 10, 2016, 12:51:05 PM
F2P just launched today. Feel free to check the game out!
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Blind Blade Master? on May 15, 2016, 01:44:57 PM
im playing on klai as well very low lvl swordy r3
Title: Re: Tree Of Savior (Project R1)Early access details
Post by: Veemon on June 03, 2016, 02:52:22 PM
This is ironic meme lol

Quote
4. There’s a connection problem happening every time the Gravity Pole  skill is used. Are you fixing this bug? How far along are you on this  issue?
  A. This bug has been around for a long time, but we haven’t been able  to accurately reproduce it so far, so until now we’re still not  entirely sure of how it can be fixed. This is especially true  considering that it has never occurred in the development server, only  on the live server. We’ve recently found and revised some aspects we  think might be related to this bug, and we expect to apply them as soon  as we’re done with testing.