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- Feb 23, 2016
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We are excited to announce new Tree of Savior server!Project has been created after contacting my old friend who was spending quite some time on Tree of Savior files, planning tons of Quality of Life solutions and flipping by 180 degrees most mechanics and core calculations- for positive outcome.
But hey - we're just starting!
We will do our best to prepare best ToS gameplay but as all IMC games - it has major flaws for development stages. Despite that we're huge fans who want to show our love by changing game for better.
Here are small roadmap planned by my friend (text belongs to him):
- How you invest your status point will directly affect how your class performs, this will be the biggest contributor of your character power.
- Weapons and other gear (including the gear substrata) will mainly augment the performance of your character being secondary to your status.
- Handful of classes have already gotten customized. The changes are simple, designed to preserve the classes playstyle, and enhance its compatibility for the new stat system.
- Some of the classes will get some overhaul. Rather than just buffing/nerfing classes that under/over perform we would develop classes further into their niche role for better and worse.
- Some classes will be great tanks, some will be good boss killers, some will be great mob farmers. If you want a jack of trades, you will need a circle selection that covers each others weaknesses.
- As for the specifics of these changes we will only provide basic information like "Sadhu's damage now scales off both int, spr, and max sp." this is to push exploration aspect of the game: Example Wugushi now scales up the poisons based on int, allowing them to ramp up to far stronger output given time while still relying on str/dex for their main damage.
- There will be a weekly or monthly ~tower of power~ style dungeon.
- For the PVE version, you will team up to fight increasingly powerful mobs and bosses to unlock higher floors, with the higher floors designed to pose a significant challenge to players.
- Rankings will be based on first the max floor reached by each squad, then second the time spend clearing each floor.
- The PVP version of this will be a similar concept based on node capture/defense.
- Squads will compete to hold control of nodes which grant the controlling squad points on a certain interval.
- Depending on the node type your guard will give different point.
- The victor will be determined based on the squad that gains the most points overall
- More custom content to come after the majority of the overhaul for the classes, mobs, and zone are done.
- Currently the server will employ significantly lower rates with a focus on party play incentives, you will grind your way up to a soft cap in the style of Maple Story/Ragnarok for each release, and during that time we will be working on the next circle of classes, and re-tuning mob fields.
- Player can grind on their way to the next circle past the soft cap, and can go to higher zones, but you will be grinding harder than usual to get access to the content that is currently under construction.
- The cash shop mainly aim to contain nothing but cosmetic, and very minor exp/drop boosts to reward players who help cover costs and keep the server running.
- We will use a freemium style where all said cash items can be sold to other players, which indirectly can allow players to ~buy~ in-game wealth. That wealth will produce a minor increase in power. So the final degree of p2w will be in the hands of the players which it honestly always is one way or another. We are adamantly against selling anvils or anything stat gear through the cash shop directly.
- Any XP or Drop buff bought on cash shop would be on pause when you are offline from the game or in town zone.
Can join discord from this link: https://discord.gg/q2h8vRSxDz
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