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Thread: Tree of Savior English Blog!

  1. #76
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    Since it's action gameplay multiclienting is probably much less effective than partying up.
    Party play is encouraged.
    Grinding is possible, but there are also quests available for those who don't want to grind.

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    As long as it's not crap tons of stupid quests everywhere to gain 1-2% of a level bar... Would rather go out and camp the old style.
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    I'm not for grinding at all. I had enough of that in Ragnarok and I think the only time I could deal with grinding is if it was only Ragnarok. Times change and now most MMOs are all about quest grinding, which I prefer much more. But I agree with the post above; the quest grinding has to give a large amount of experience in order for it to be bearable.

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    Quote Originally Posted by KREVA View Post
    I'm not for grinding at all. I had enough of that in Ragnarok and I think the only time I could deal with grinding is if it was only Ragnarok. Times change and now most MMOs are all about quest grinding, which I prefer much more. But I agree with the post above; the quest grinding has to give a large amount of experience in order for it to be bearable.
    i'm pretty sure they said quests would be scarce and grant rare items, or something.

    either way, quest grinding is far worse than regular mob grinding imo. it's essentially the same, only disguised.

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    Quote Originally Posted by Candyholic View Post
    i'm pretty sure they said quests would be scarce and grant rare items, or something.

    either way, quest grinding is far worse than regular mob grinding imo. it's essentially the same, only disguised.
    Well to me, seeing it as something that's objective based is better to me than mindlessly grinding the same mobs. I guess to each their own. I'm used to the strategy of quest grinding from playing WoW for so long.

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    There one reason why mob grinding is by far superior to quest grinding and that is party play.

    No quests: You can party with anyone, anywhere you feel like.

    Quests: You have to find someone who was the same quest so that partying even makes sense.


    Imo almost all MMORPGs would be better off without quests.

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    Quote Originally Posted by Rya.Reisender View Post
    There one reason why mob grinding is by far superior to quest grinding and that is party play.

    No quests: You can party with anyone, anywhere you feel like.

    Quests: You have to find someone who was the same quest so that partying even makes sense.


    Imo almost all MMORPGs would be better off without quests.
    or atleast quests that don't involve KILL X DELIVER X.

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    I hate when they put like 40 quests in the first starter zone, so you have a million tedious objectives to complete within the first minute of gameplay.

    ''Go here kill 10 bores for 3 exp''

    ''Go there kill 3 foxes and pick up their poop for 4 exp''

    ''Talk to Ron the banker to learn how to use the bank system! for 2 exp''

    ''Now talk to Jane the general shop merchant to learn how to buy items! for 2 exp''
    Relax and enjoy life


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    Quote Originally Posted by Thetake View Post
    I hate when they put like 40 quests in the first starter zone, so you have a million tedious objectives to complete within the first minute of gameplay.

    ''Go here kill 10 bores for 3 exp''

    ''Go there kill 3 foxes and pick up their poop for 4 exp''

    ''Talk to Ron the banker to learn how to use the bank system! for 2 exp''

    ''Now talk to Jane the general shop merchant to learn how to buy items! for 2 exp''
    Run all the way over there and back for 2 exp!(mandatory quest)

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    Quote Originally Posted by Acreon View Post
    Run all the way over there and back for 2 exp!(mandatory quest)
    quests suck.

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    Quote Originally Posted by Exeunt View Post
    quests suck.
    They work when they're additional or otherwise side-notes.
    Guild wars 1 for example, you ran a long series of instanced adventures to advance the story and complete the game. The quests from towns you'd complete simply by running said story quest instance. Sometimes you'd have to go off the beaten path with your party but the reward was worth it in most cases.

    obviously open world Orpgs this is harder to achieve.

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    I actually think it's good if quests don't give much rewards. If they are more worthwhile than grinding, people will do them and they aren't really "optional". It automatically creates the problem about ruining partying as I mentioned earlier.

    Imo, the very old RO did it right. No quests except ones you can do for the story and maybe one just-for-looks headgear or something, no exp or gold reward at all. So there were only two reasons to do the quests: You want to know more about the lore or you aim for a specific headgear and collect the ingredients to create it. Both don't disturb partying at all.

    Also if there are kill quests at all, they should have really high numbers for kills (like 200 or higher), so you actually stay in the region for a while. Of course combined with random spawns so you can't just stand at the same spot for hours.

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    They should make a system where players make quests and put them on a board you can accept and deliver to.
    Be careful of what you say, tomorrow or today, for the words you now speak, may become the poison your enemies later seek; truth.

    "Rules do not exist to bind you, they exist so you may know your freedoms"

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    I agree. I really like Vanila RO's quests. They are there to unlock new maps or dungeons. Or, you know, make rare equipments.

    The reason old style camping is more fun is because, to me, it's about exploring. What to kill for best EXP per hour. Including rest time, profitable loots, nearby merchants selling supplies, and other players competing or joining party and so on.

    Quote Originally Posted by Kashis View Post
    They should make a system where players make quests and put them on a board you can accept and deliver to.
    How about 'Buy Order' on Auction ?
    It's WNxPyrZern. Pleased to meet you. My 3D Character Artist Folio

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    A self-create quest system sounds actually very interesting!

    I imagine I could log into RO and then put a request like:
    "My sister was kidnapped by the orcs, please help me save her:
    - Kill 100 Orc Warriors
    - Kill 100 Orc Ladies"
    And then the rewards get automatically calculated out of the size of the quest. And people who accept it will automatically be added to my party.

    Yeah that could work quite well.

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    Quote Originally Posted by ASNZern View Post
    I agree. I really like Vanila RO's quests. They are there to unlock new maps or dungeons. Or, you know, make rare equipments.

    The reason old style camping is more fun is because, to me, it's about exploring. What to kill for best EXP per hour. Including rest time, profitable loots, nearby merchants selling supplies, and other players competing or joining party and so on.



    How about 'Buy Order' on Auction ?
    Nah nah, I wouldn't want to see it tied into auctioning, that would be something separate. Personally, I think the idea that a quest giving out exp is bad altogether. I think exp should come from mob/boss grind or dungeon clear results only. Quests should only give you some kind of currency or items that you need.

    The idea I had was that players, through guilds, would submit requests to be filled instead of them being given out by NPCs. Based on variables such as the value of the items, difficulty of the quest, time limit, etc. upon completion, the guild gains Quest Points (QP). QP in turn would be either the main or secondary component used to upgrade the guild (allow for more members, buffs, special guild access only areas/content, housing, PvP entry/equipment, etc.) giving reason to do quests while simultaneously helping to establish an economy for people to toss their gold and time into. It would also be a huge benefit to PvE players who want to help contribute to a guild's standing/rank since the barters and crafters would be a huge pillar in the guild while also giving them a reason to exist to serve both players and the guild.

    The regular players who do not wish to partake in guilds would still have a numerous amount of quests to undertake for the rewards guilds offer, be it items for money or money for items, but they would not gain QP from doing so. You also couldn't guild hop to earn QP either, only QP earned in a guild can be used for that one (possibly allied ones who've ranked up high enough as well might be viable). This would allow solo players to still benefit from questing, aid the economy in general, but still place a huge emphasis on being in a guild for full benefits.

    On the managerial side, it could be set up so that the Treasurer of the guild could be responsible for the acceptance of quests from players as well as the creation of quests from the guild to players (I'll call it for lack of a better term for now the Guild Mission System or GMS). The Guild Master can decide on if they want:
    a) Treasurer to have full control over GMS
    b) Treasurer needs GM approval for GMS
    c) Treasurer needs approval on GMS actions through votes from high position members in guild.

    As a player, I wouldn't mind doing quests if they ended up helping me to not only get something I actually need, but also do something beneficial to a guild in the first place instead of just being another body and member of a highly ranked guild.

    If they made this a game where every drop had a purpose, this would really work out well. Just a thought though.
    Last edited by Kashis; 08-27-2014 at 09:08 AM.
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  17. #92
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    http://blog.treeofsavior.com/en/

    New update! The hype is real.

    We can start the countdown soon it seems (hopefully)

  18. #93
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    A Lunia Ragnarok mix? With tons of classes? Dayummm i'd play this in any language.
    ~~~~~~~~~~~~~~~~~~~~
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  19. #94
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    looks like neither to me.

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    This is refreshing to see... Finally a game that dares to take different roads... It has lots of unique classes I never even heard of. Like a complete opposite of generic, with a mix of RO which we all know and love. I'll try not to ride the hype train though, bad habbit But I'm watching from far

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    Quote Originally Posted by Razelis View Post
    This is refreshing to see... Finally a game that dares to take different roads... It has lots of unique classes I never even heard of. Like a complete opposite of generic, with a mix of RO which we all know and love. I'll try not to ride the hype train though, bad habbit But I'm watching from far
    THis is where I'm at. I'm hyped as ****.
    But i don't want to end up making myself not like it due to overhyping it.

  22. #97
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    Hopefully rolls well when it comes out in English. By the way, any word on hosting(still looking for pub)? or are they going to release it as global, which i hope they do.

  23. #98
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    any updates recently ?

    I am eagerly waiting for this game

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    Quote Originally Posted by OmegaDivider View Post
    http://blog.treeofsavior.com/en/

    New update! The hype is real.

    We can start the countdown soon it seems (hopefully)
    Countdown to an English west release? if it releases on a publisher like subagames, etc. it's not a real west release. It has to be released on a western publisher with western servers for it to be a west release :V

    Only plays Magic DPS Classes, Healers and Machinist/Engineers.
    Playing MMO: FFXIV (Balmung)
    Waiting On: FFXV, KH3, Tree of Savior, RE:FFVII · Saving For: New Computer

  25. #100
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    Quote Originally Posted by coldReactive View Post
    Countdown to an English west release? if it releases on a publisher like subagames, etc. it's not a real west release. It has to be released on a western publisher with western servers for it to be a west release :V
    if you can play it in the west = west release

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