Greetings, Saviors! This week, we had a talk with our Head of Development (HOD) to find out more about a couple of updates that are coming to Tree of Savior in future patches, including PvP improvements, drop rate system changes and balance tweaks. Please note that the updates mentioned here are still being tested and can differ from the actual content that is applied in iTOS. The dev team is, however, working to bring these updates into the game within one or two months, as soon as testing is complete. Any changes will be announced in advance through the patch notes. That said, go ahead and read the full interview below! Staff: How are you, Mr. Head of Development? In our previous interview about renovating the city of Klaipeda, you and Maggi briefly talked about introducing fishing spots in-game, which is now becoming TOS’ first real “life” content. May I ask why you decided to go with fishing over other activities? HOD: I’m a little hesitant to call it Tree of Savior’s first real “life” content, considering how simple the fishing function is. Our goal is to introduce a sort of relaxing farming activity to contrast with more intense types of gameplay that require higher degrees of concentration. We figured fishing was the right answer to that. We also considered mining, but we didn’t want to risk abusing anyone’s graphic cards, so we crossed that out for now. Staff: Another question; you already made clear that you’re going to introduce a fishing function in the city of Klaipeda, but will there be fishing spots in other maps as well? HOD: Adding a fishing spot to Klaipeda was our original plan, following the renovation of the city. Besides that, some players may be surprised to hear that we’re also adding one to Cobalt Forest, and in the future we have plans to continue introducing fishing spots in other maps with streams or lakes. We expect the items from each spot to be different from the ones you can fish in the city of Klaipeda. Also, right now fishing is completely automatic, but we’re considering the addition of a couple of simple manual controls. We don’t think it’ll be anything too complex, just simple actions that can give the player an advantage. Staff: If you have plans to expand the fishing function, do you also want to develop other life contents for Tree of Savior? I would love to see a fishing spot in Goddess' Ancient Garden, by the way! HOD: That’s what we’re hoping to do, yes. We believe a good game should be able to offer the player the chance to live out their dreams, so we want to delve into that idea for our next projects. We’ve considered things like sailing a yacht, car racing, exploring deserts, jungles, oceans; any challenge or adventure that’s hard to come by in the real world. We’ve also thought about letting the players do fun things like car tuning, farm tuning, island tuning (we’re just really into tuning)… Or, if you want to enter more into the realm of fantasy, open a fancy bar and invite celebrities to exclusive parties, collect designer clothing or watches, sports cars… Basically, we want this kind of experiences that aren’t always feasible in your everyday life to be more readily available in Tree of Savior. Staff: In a way, the game is already letting us do that, I think. We get to become a Savior of a fallen kingdom and communicate with goddesses. That’s certainly an experience. I can’t wait to see what other dreams we’ll be able to live out in-game. Now, moving on to a different subject, after the big combat changes last May, the dev team announced the following: For our PvP sports content, the Team Battle League, we’re focusing on improving synchronization issues between server/client and location, as well as server speed. First, we want to change Team Battle League matches from the current 2:2 and 5:5 formats to a single 3:3 setup. We also intend to balance out a few skills and systems that hinder the concept of TBL as sports content. Some of the aspects we’re thinking of including in this rebalance are the immunity to multiple target devices (knockdown, stun, freeze and other ailments that cause the inability to control your own character), the duration and effect of long buffs/debuffs, and the stat gaps between different items. Any changes we make related to these, however, will only apply to TBL or other battle-type contents played in similar instanced zones. Finally, regarding TBL, we also feel inclined to add some improvements to the current point and ranking rewards. I heard you’re doing some real progress on these updates, and I’m sure players are looking forward to seeing them applied. I’m excited about them too, I think I’ll finally bring out my mighty musket! Hahah. From what I saw, however, there was no news on the synchronization issues or the point and ranking rewards. Can you let us in on how that’s progressing? HOD: For the location sync issues, we increased the processing speed of PvP-specific server machines, which slightly minimized the location differences that happen between client and server with high movement speeds. For one, we fixed the error that made characters appear in a different position after being knocked down or becoming incapable of combat. Our next goal is to monitor PvP controls in Team Battle League to create a better environment for GvG battles, which we also want to update. We aren’t done with Team Battle League improvements, though. We also have a patch ready with new point and ranking rewards, and we plan to introduce new timed costumes for top-rank players of the season. Finally, we created new PvP rules regarding stacked mass control instruments, movement speeds and debuffs. These rules are going to be applied to characters equally in all enclosed combat areas like TBL and, of course, we’ll keep tweaking them as required by the circumstances. Staff: Enclosed combat areas “like” TBL, you say…? Could that be a hint? In any case, there’s another subject I would like to discuss today. In kTOS, you recently announced that you're going to change the current DPK item drop rate system to a probability-based one. If I remember correctly, the DPK system was put in place to guarantee that an item gets dropped after a certain threshold is reached, whereas a probability-based system means that there’s a chance you won’t get the item even after farming for an entire day. I’m curious about the reason why you decided to remove DPK and go for this probability-based item drop system instead. Also, I would like to ask if a “personal” DPK was never an option you considered as a viable drop system. HOD: Ultimately, for a system like non-personal DPK to thrive you need an environment in which you have several players farming at the same time. If only one or two players are hunting in the same zone, the advantages of DPK (regular and consistent supply of items in the server) are lost, and it inevitably creates tension and rivalry between the players. Because of this, we can see why so many of our players spoke out in favor of a “personal” DPK counting system. The problem is that Tree of Savior is serviced all over the world on Steam, kTOS and other local servers, and in each of those the farming environment is different. Changing to a personal DPK system wouldn’t solve the fundamental issues of DPK itself, and besides, your personal kill count rewards already come from the Adventure Journal. So all in all, we felt that a probability-based item drop system was more appropriate for the game. Now, after moving from a fixed count DPK system to a top-down one, and now to a probability-based system, I’m sure the players will be wondering, “So what’s the new drop rate?” It’s not our policy to reveal the exact drop rates of each item, but we ran thorough simulations to ensure that the items weren’t dropping less than before, and then we set the drop rate a little higher than that. One thing we did was double the supply of Monster Gems, which under the DPK system was rather low. For Hunting Grounds cubes, we added ⅛ pieces of those cubes to the Grounds so that players can get items from them more frequently. Another thing I would like to mention is that, as pointed out by many of our players before, a lot of the fields in Tree of Savior often get ignored after the quests are complete or they’re “skipped” altogether. We’re only trading DPK for a probability-based system now, but we have other things in mind to improve the fun aspect of farming in fields, which we hope will help bring more life into those forgotten maps. Staff: It’s certainly sad to see so many of those beautiful maps go unnoticed; good to hear that you’re working to change that. Now, another subject that’s always been much discussed is balance. According to your latest kTOS test server balance patch, any additional SPR a Pardoner gets from stat-enhancing buffs is going to be excluded from the total SPR counted when opening a shop. Would you like to explain the reasoning behind this decision? HOD: There was some lack of foresight from our dev team when creating the big combat changes earlier this year, in that we didn’t consider all the possible ways in which Pardoner buffs could be affected. This led to certain shop buffs becoming powerful enough to visibly affect the game. Overall, we wanted to adjust the balance of Pardoner shop buffs in a way that doesn’t make them vastly superior to Priest buffs, but without taking too much from the convenience or performance of general Pardoner buffs. We’re still considering other changes to Pardoner shop buffs, but we’ll announce more details after we have something more concrete. Staff: I see what you’re saying. Hopefully everyone playing a Pardoner will understand, too. If possible, I also want to ask about the other contents of your latest balance patch, which sounded very interesting. From what I saw, it was divided into 3 categories: 1) increased overheat, 2) stacking skills and 3) other changes. Let’s start with overheat, then. I’m sure an increase in overheat is good news to anyone using those types of skills, but I have a question. Consider a skill that can be used in 3 times and has 15 seconds of cooldown time. Using the skill only one time will still require 15 seconds for it to be restored back to the full 3 hits. If each hit is worth 5 seconds of cooldown (considering the total is 15 seconds), why doesn’t the skill restore 1 hit every 5 seconds? HOD: We at the dev team can see how having to wait for a period of time that’s the same as the entire cooldown of a skill to restore a single hit is not the most reasonable option. We’ve been meaning to tackle this inconvenience for a long time now, but I guess it was always pushed back by bigger, more urgent issues. We aren’t ready to apply the “3 hits / 15 secs = 1 hit / 5 secs” rule you suggested just yet, but we are considering restoring the hit count after the skill’s total cooldown time has passed when one or more hits have been used. Staff: So you don’t know when that’s going to change yet, then? Well, I hope you have a chance to work on it soon. Would you like to comment on 2) now? Your notes state that you’re going to allow players to stack certain skills with the same skills of other players. You know, every time there’s another Plague Doctor in my party I always feel like they’re “stealing my spot”, so I’m glad that’s going to change. You’re not allowing all debuffs to stack, however. Both the Fletcher’s Broadhead and the Highlander’s Crosscut can inflict Bleeding, but I didn’t see any mentions to Crosscut in your plans. Is that intended? HOD: Those plans concern only skills where DOT (damage over time) applies, so shared debuffs are not included. Black Death Steam, for example, is an attack that only Plague Doctors have, and its DOT merely borrows from the common debuff structure; in reality, it deals damage equivalent to other attack skills. The Highlander’s Crosscut, on the other hand, is simply a skill with an added Bleeding debuff, the same way some skills can have Stun, for example. The Fletcher’s Broadhead is a skill where the DOT comes in the shape of the Bleeding debuff, making it similar to Black Death Steam or the Wugushi’s Needle Blow. Staff: So the difference is that those skills are damage-dealing skills, but they happen to be structured like a debuff. I see. I won’t bother you much longer, but I have one final set of questions about your balancing plans. First, what do you intend to achieve with your next balance patch? In other words, what direction can we expect TOS balance patches to take in the future? How far along do you think you are regarding your ultimate balance goals? Finally, how much more do you want to change with future patches? HOD: After the big combat changes, PvE difficulty was reduced by a lot. It’s hard to tell where the next patches will take this aspect of the game, since our goal is to follow whatever needs are felt at the moment, whether that implies a more difficult or an easier gameplay. What I can tell you is that we did consider the connection to future new regions and contents when applying the big changes, so we don’t predict anything too drastic. We haven’t reached all our balancing goals yet, of course, even considering the next couple of updates we have in store. We have a summon behavior improvement patch that’s already been developed and is now awaiting review. We are also working on a series of other aspects of the game, including more class-specific issues. One thing I want to say is that we hope players don’t think we’re done with a class after it’s been patched one or two times. We’re always looking to improve class balance. And lastly, I can’t tell exactly how many balance patches will make it into the game in the near future, but our plan is to keep working on them until new classes arrive. Staff: Ooh, new classes *_* I would love to hear more about them, but I can tell you’re busy so I won’t take any more of your time. Thank you so much for this interview. HOD: No problem. Thank you to our players for reading!
Greetings, Saviors. We will soon carry out a short maintenance in [SA] Silute in order to address the current lag, disconnection & map movement issues in the server. In this maintenance, we will be rearranging the server machines in a way to ensure that map movements and other issues return to normal. And we expect the overall game environment in [SA] Silute to improve after the maintenance. The temporary maintenance is expected to take place during the following period: [EDT] 06:50 / [BRT] 07:50 SERVER WILL OPEN: [EDT] 08:30 / [BRT] 9:30 Note that this maintenance will only affect the [SA] Silute server. All other servers will be available during this maintenance. We will update this announcement once maintenance is complete. Thank you.
Greetings, Saviors! Hayraven, the Corsair Master, is looking to rebuild his pirate ship that was destroyed during Medzio Diena in order to prepare for his triumphant return to the sea. Deliver Wood Boards for the ship and exchange them for loot to become one of the pirates! Event Period FROM the scheduled maintenance on June 27, 2017 TO the scheduled maintenance on July 18, 2017 Who Can Participate - Characters of all levels How to Participate STEP 1. Go to the city of Klaipeda and talk to a Pirate NPC to find out what Hayraven's crew is up to and volunteer to help. STEP 2. After talking to the pirates, find Blacksmith Zaras in Klaipeda to request Wood Boards for the pirates' ship. Wait one hour after your request and receive 10 boards from Zaras. You can ask the blacksmith to give you fewer boards sooner, but he can only give you one batch of boards per day (per team). - Time is counted on a per-team basis, and you can receive the boards on a different character. - Wood Boards can be moved via your Team Storage. - Use the '/Hayraven' command in-game to check how much time has passed. - You cannot request for more boards until you pick up the ones you already requested. - You must be logged into the game with a character in order for time to count. STEP 3. Bring the finished Wood Boards to the pirate crew and exchange the boards for rewards. - To obtain each reward, you must deliver the corresponding number of Wood Boards in a single transaction (for example, to receive the pirate costume, you will need to have 100 Wood Boards in your inventory). 10 boards = Lv15 Basic Condensed HP Potion x10 OR Lv15 Basic Condensed SP Potion x10 20 boards = Pirate Potion x1 (+5 movement speed for 1 hour) 30 boards = Enchant Scroll (14 Days) x1 OR EXP Tome (14 Days) x1 100 boards = Shark Pirate Costume (Male/Female) x1 STEP 4. Receive a total of 180 Wood Boards from Blacksmith Zaras to obtain the title of 'Honorary Pirate'. - The title will automatically be sent to the character that receives the 180th Wood Board from Zaras (the total amount of boards is counted on a per-team basis). Important - Wood Board items and the Pirate NPCs will be deleted on July 25, 2017. - Pirate Potion items will be deleted on August 1, 2017. - The Enchant Scroll (14 Days) and EXP Tome (14 Days) rewards can be obtained up to 5 times per character. These items are untradable and character-bound. - The Shark Pirate Costume (Male/Female) will match the gender of the character that receives it as a reward.
#patchnote0.1 @(June 27, 2017) $[EDT] 01:00 to 05:00 @(June 27, 2017) $[BRT] 02:00 to 06:00 @(June 27, 2017) $[CET] 07:00 to 11:00 @(June 27, 2017) $[SGT] 13:00 to 17:00 +EVENTS !/uploads/ckeditor/cba50ed8d98013da887b360e973371e8.jpg ?<b>NEW! Ways of the Pirates</b> - Deliver Wood Boards for Hayraven's new ship and exchange them for loot to become one of the pirates in this new event! - The 'Ways of the Pirates' event is <b>open until July 18, 2017</b>. - {{See here to find out how you can participate.|https://treeofsavior.com/page/news/view.php?n=1028}} ?<b>Luck of the Anvils CLOSING</b> - The 'Luck of the Anvils' <b>event comes to an end with this maintenance</b>. It's your last chance at a lucky strike! - {{Read the full event announcement here.|https://treeofsavior.com/page/news/view.php?n=994}} ?<b>Wedding Bells and Sidekick Booster CLOSING NEXT WEEK</b> - Remember that you only have <b>one week left</b> to participate in the 'Wedding Bells' and 'Sidekick Booster' events! - {{See here for the 'Wedding Bells' event announcement.|https://treeofsavior.com/page/news/view.php?n=1018}} - {{See here for the 'Sidekick Booster' event announcement.|https://treeofsavior.com/page/news/view.php?n=1019}} +TP SHOP ?<b>Leticia's Secret Cube REMOVED NEXT WEEK</b> - Remember that you only have <b>one week left</b> to purchase this edition of Leticia's Secret Cube at the TP Shop! - {{See here for the full list of items contained in this edition of the Cube.|https://treeofsavior.com/page/news/view.php?n=1025}} +BUG Fixes ?<b>"It's a Trap! Or Is It...?" Quest Fixed</b> - The appropriate number of monsters that need to be defeated to complete the quest has been corrected. ?<b>"Recurrence Prevention (2)" Quest Fixed</b> - Quest will now be able to be completed as intended.
The Great Pirate Vladislovas. With every step, in the shadow of his footsteps, remained the blood of his defeated enemies. Demons bowed their heads and drew away in his presence. No being was more vicious or brutal than the Great Pirate. In front of the ruthless Vladislovas stood a much younger Hayraven. From the splashing waves to the rocking boats, all became silent. Even the seagulls soaring up high had quieted down to watch them. There was no prize for the winner of this battle; the fight was for the title of Great Pirate. Hayraven drew his cutlass first and began by attacking Vladislovas in swift steps, aiming once for his chest, twice for each side of his torso. But his attacks were too obvious for Vladislovas. Grabbing ahold of Hayraven’s cutlass, he kicked him in the pit of his stomach, knocking him over. Then, as if to teach the younger pirate a lesson, he hit Hayraven with the hilt of his sword again and again. Hayraven barely escaped the cruel pirate’s attack to regain his footing. He was already injured, and Vladislovas looked set for victory. Hayraven swallowed once. If he were to surrender, the brutal but skillful Vladislovas may take him as his subordinate. This likely had crossed Vladislovas’ mind, seeing how he had chosen to spare Hayraven’s life until then. But Hayraven shook away the thought. He began to collect himself as he shot his opponent a hidden smirk. Again, he charged unto Vladislovas, stubbornly delivering the same attacks he knew were in vain. Vladislovas grew bored of toying with the young Hayraven. It would be the sharpened blade instead of the hilt striking at his throat next. Then, Hayraven suddenly turned, drew a pistol out from its holster and pulled the trigger. The bullet lodged itself precisely in the middle of Vladislovas' forehead and his large body slowly collapsed towards Hayraven. Thud! The small boat, no longer able to withstand the weight of both Vladislovas and Hayraven, tilted over. Waves splashed against the hull, and the cries of seagulls began to fill the air again. Nobody came to the surface. And the waves swept away the name of the Great Pirate. Far away from where the sea swallowed the small boat and the two pirates was a large ship. In it, two groups of men had divided themselves between bow and stern; each busy setting up camp on their end of the ship. The men avoided looking directly at the opposite side as they worked. Their eyes were locked in another direction: the direction in which the captain of each group had departed on a small boat long before. The ship where they stood was the last one remaining of a battle that went on for two entire days. Now, the men had been forced into a silent confrontation. One side owned the ship; the other lost theirs, and had come aboard to continue the battle hand-to-hand. If their pact was to be honored, both sides would soon become the crew of that very ship, regardless of who had first served in it. All had agreed that he who survived and returned to the ship would be made captain, be it Vladislovas or Hayraven. No pirate dared to defy Vladislovas, but if the young Hayraven was to kill him, the same would be true for him. Bored of the stagnant tension, one man from Vladislovas’ crew that occupied the stern of the ship decided to break the silence. It was Seadog, a pirate with a large dog tattoo drawn across his broad chest. “If no one returns before sunset, I say we heave up anchor and leave.” The oldest member of Hayraven’s remaining crew stood up from the ship’s bow. His arms were as thick as logs and enveloped by two wreathing sea snake tattoos. The oddly-named Oceanid replied to Seadog’s proposal. “If you swear not to attack us until we reach Vernike Island.” Seadog did not hesitate. “I swear on the name of Jurate, that whoever attacks the other side before we arrive in Vernike Island will forever turn into ballast for the Kivotos.” Oceanid repeated Seadog’s oath, followed by the men on either side of the ship. Seadog took a glance at the sky and spoke again. “We’d better pray for a storm in the meantime. Though, with this weather…” Oceanid, a veteran of the sea himself, agreed with Seadog, though he too thought a storm to be unlikely. “With the men we have, I don’t think we can work this ship under a storm anyway. We’ll barely make it to Vernike with all the crew and any good weather Jurate can bless us with. We couldn’t fight even if we wanted to.” So it was. The battle of the last two days had been violent and intense. They no longer wished to fight over whom to name their captain. If they did, they certainly knew that nothing was to be gained from that. He who returned to the ship would be made captain, be it Vladislovas or Hayraven. If neither did, the crew would leave the waters, and a new struggle for power would surely ensue. After the ship reached Vernike or another suitable port, that is. They would first ensure that the ship could sail with half of the remaining crew, or perhaps even half of that. With as few men as that would entail, reclaiming the authority of any of the former captains would be close to impossible, and they would likely be exterminated or taken under a new pirate crew. To both ends of that leaderless ship, there was nothing to do then but wait for one of the great pirates to emerge victorious. Seadog and Oceanid had fallen silent. They stared into the horizon, avoiding each other’s unpleasant gaze. That both men were wise enough not to start another conflict was a fortunate thing. It was in that moment that they heard the sound of someone climbing up the rope ladder that hung from the side of the ship. The sparse crew meant that no one had been assigned to the lookout atop of the mast. The only way to look was to lean down from the edge of the ship, an act too risky for any of the men on board to pursue. They had not heard the small boat approach the ship, so whoever it was who was climbing that rope ladder, he would have had to swim his way back. The small boat was far too distant for that to seem plausible, but it was even less likely that someone else had happened to approach the ship in those waters. The men on deck focused on the sounds of the climbing stranger, until a hand emerged and gripped the edge of the gunwale. The hand was not familiar to them, perhaps from all the blood, sun and sea that had washed over it on the long way to the ship. No one offered to help. If, by any chance, that hand belonged to the rival captain, they did not want his crew to misunderstand it as an attempted attack. Seadog and Oceanid remained silent, focusing their attention on the edge of the ship while signaling their crews to stay still. The hand gripping the gunwale trembled as it pulled up the heavy body of the stranger, revealing his face. Nearly unrecognizable by his subordinates were Hayraven’s features, mangled by multiple wounds and sheer exhaustion. Every pirate on the ship thanked Jurate for giving them the victor they so eagerly awaited. Hayraven climbed over the gunwale and stood on the deck, looking at the men on each side of the ship before addressing them. “I grant you all permission to board my ship.” He spoke as if he had been alone on the ship waiting for the others to board. That may have not been the case, but to sailors of all kinds, boarding permission was an important convention. It was also a sign that all of the crews’ problems had been solved, as no man had any intentions to defy his authority. Knowing this, Hayraven spoke again. “The captain’s cabin…” Hayraven collapsed onto the deck before he could finish his sentence, and the pirates around him hurried to help. Old and new members of his crew laid the unconscious Hayraven down in the captain’s cabin. <To be continued>
#patchnote0.1 @(June 20, 2017) $[EDT] 01:00 to 05:00 @(June 20, 2017) $[BRT] 02:00 to 06:00 @(June 20, 2017) $[CET] 07:00 to 11:00 @(June 20, 2017) $[SGT] 13:00 to 17:00 +TP SHOP !/uploads/ckeditor/4045ecee887461f01b2d17de7c8e620b.jpg ?<b>Leticia's Secret Cube New Edition</b> - A new edition of Leticia's Secret Cube will be available at the TP Shop starting this maintenance. - {{See here for the full list of items included in Leticia's Secret Cube.|https://treeofsavior.com/page/news/view.php?n=1025}} ?<b>Goddess' Blessed Cube Removed From TP Shop</b> - The current edition of the Goddess' Blessed Cube will be removed from the TP Shop during this maintenance. - Keep an eye on our News page for updates on the next edition! +EVENTS ?<b>Event Changes and Fixes</b> <b>Sidekick Booster</b> - The companion buff of this event can now be stacked with the clover buff from the Luck of the Anvils event. <b>Wedding Bells</b> - Invitation items will now count down from <b>30 minutes</b> instead of 3 minutes. - Fixed the issue where guest NPCs would provide only one Party Firecracker even when the Invitation was delivered within the time limit. ?<b>Luck of the Anvils Closing Next Week</b> - Remember that the Luck of the Anvils event is closing next week on June 27, 2017. - {{Read the full announcement here.|https://treeofsavior.com/page/news/view.php?n=994}} +BUG Fixes ?<b>Shield Bash Stat Issue Fixed</b> - Being attacked with the Shield Bash skill will no longer alter your character's stats as intended.
※ IMPORTANT: Please note that your character must be above Level 40 to use this content.
Greetings, Saviors! We have completed the investigation on all accounts affected by the DPK errors and returned to normal the remaining accounts where trading restrictions were still in effect. We have also seized any items related to the DPK errors. This includes crafted items, Gems with enhanced levels, traded items and all items which may have been transformed by, exchanged with, or used in conjunction with the affected items. Some accounts were found to have committed serious offenses and were therefore restricted from accessing the game (see Restricted Accounts). Restricted Accounts The players below were found to have given away or otherwise circulated via trading large amounts of affected items, for which they have been restricted from accessing the game. 30 DAYS: M*z 15 DAYS: F***ir T**ja K****Roots R****Ge G*****oria We will not provide compensation to the accounts restricted. Special Compensation To players in the B and C groups, we have sent special compensation equal to the one initially provided to players in group A (see here for an explanation of the three groups). Please check the Message Box in your lodge and receive the compensation items until June 21, 2017. We will now be accepting tickets concerning the results of the investigation. Kindly contact us via the Support page should you have any questions or requests. Thank you once again for your patience and understanding during the process of investigation. We'll keep working to ensure a more stable service for TOS.
Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EDT) 22:30 - 23:00 June 13, 2017 Please note that access to the other sections of the Official Website will not be affected in any way during this maintenance period. Sincerely, IMC Staff