Greetings, Saviors. It’s your dev team, here to talk about some changes that are being planned regarding the use of Silver in Tree of Savior. After the last Rank update, our game was affected by a Silver inflation that has been growing more and more severe as time goes by. For an economy-based MMORPG, inflation is one of the most telling signs of danger, which is why we need to look for ways to adjust the routes of Silver supply and consumption in TOS. Our plan to prevent this inflation from growing is to introduce new Silver-consuming content and revise current Silver systems. As far as the consumption of Silver is concerned, we want to steer away from adding Silver fees to features catered to the general player base. Instead, we’re looking to increase Silver consumption mostly through new higher-end content or growth/EXP-related functions. To put it in perspective, the measures we want to implement are less akin to increasing the price of public transportation, and more like raising taxes on luxury sports cars, for example. Our goal is to expand Silver consumption not on essential functions, but on optional ones. Some examples of game features through which you can expect increased Silver requirements would be the previously introduced Velcoffer Legend gear system, Lv 100 enhancement attribute bonuses, and future PvP content (which, by the way, is already being tested). So that’s our plan for adjusting Silver consumption. But what about the supply? Well, the supply of Silver as a whole is not a problem, but there is an issue with instanced dungeons. Up until Character Rank 8 (Lv 330), Castle Dungeon had a relatively higher degree of difficulty, and the Silver it generated wasn’t yet enough to escalate the supply up to alarming levels. In regular, level-adequate play environments, the Silver supply from instanced dungeons wasn’t excessive. With the arrival of Character Rank 9 (Lv 360), however, it became feasible for stronger characters to earn large amounts of Silver from Castle Dungeon a lot more easily. As many of you may have experienced, it is now possible for a party of one or two maximum level characters equipping decent gear to clear Castle Dungeon in only 3-4 minutes. This means that, not only are stronger characters making easy Silver, average characters can benefit from it as well by accompanying them in parties. Even a player with no significant combat investments can round up 220,000 Silver every 5 minutes for as many characters as they possess. That said, the fact that we didn’t add a new instanced dungeon adapted to Character Rank 9 was intentional. We wanted to scale down the role of instanced dungeons as the be-all, end-all of PvE gameplay, and lead players into regular fields and Hunting Grounds. That’s why we introduced the Challenge Mode, the Unique Raid Dungeon and better Hunting Grounds rewards. Being mostly disconnected from TOS’ storylines and scenarios, instanced dungeons were created to act not as staples of everyday gameplay, but as bonus content that helps you catch up to the latest Rank more conveniently (especially for new and returning players). Convenience was, after all, the reason why we moved all instanced dungeon entries to Klaipeda. What’s causing the problem we’re seeing now is that, while EXP gains vary according to your level, Silver is supplied in fixed amounts. That is why we came to apply Silver restrictions in instanced dungeons, similarly to what already happened with EXP. In the future, instanced dungeons will continue to serve as EXP/Silver boosts until the next highest Rank. As such, a Lv 330 dungeon will be added only when the maximum character level increases beyond the current Lv 360 (with the addition of Character Rank 10). That way, characters can quickly get to Rank 10 while earning a prescribed amount of Silver, but after reaching that maximum Rank, they’ll be encouraged to pursue EXP and currency gains through regular fields, quests, Hunting Grounds, and various challenges and raids. This means that, overall, the supply of Silver in instanced dungeons is expected to slow down. Besides these measures, we also have plans to increase the supply of Silver and goods in gameplay content that doesn’t contribute to inflation. We’re currently working towards reintroducing the old advancement quests as Class Master quests with Attribute Point rewards, and we want to expand the rewards of other existing quests with not only Silver but also Attribute Points and other useful assets. Finally, we realize the importance of protecting the value of Silver as the de facto in-game currency, while keeping in mind the balance between its production and consumption. Any new content or system changes that come out of this endeavor will be duly announced through our dev blog and the patch notes, so keep checking in for more updates. Thank you.
Greetings, Saviors! In a previous roadmap post, our devs talked about a new type of cards – called the Legend Boss Cards – that are being developed for the middle slot in the card equip system. We were curious to see how this feature was looking so far and what we could expect when it finally comes out in the game, so we took some time to test it out with the developer in charge. <Card equip window showing a Legend Card with +10 movement speed. Nice.> Staff: It looks like your plans for the Legend Card feature are coming along really well! Though, looking at how these new cards are being referred to, I noticed you’re not calling them “Legend Monster Cards” anymore, but only “Legend Cards”. Are you worried that players might confuse them for cards with legendary monsters in them, or…? Dev: Actually, we decided to call them that because there’s a chance we might want to make Legend Cards out of TOS characters that aren’t monsters. Staff: Gasp! Do you mean human NPCs? Maybe even… villains? Like this one? Dev: Well… I’m a big fan of Giltine myself, so I can’t say it hasn’t crossed my mind. Staff: Sweet. Moving on to another topic, last December during the Rank update we got new quest lines and a new Revelation thrown into the lore of TOS. It also seems like the quest to unlock the Legend Card slot is going to connect to the Revelations. I’m just wondering: where does it end? I see myself playing TOS for many years to come (☆ TOS 4EVER ☆) so I’m worried that we’ll never see the end of all these Revelations. Are you going to continue adding new Legend Card quests as well? Dev: The Legend Card unlock quest will only deal with Revelations introduced up to the point when the feature is first released. Staff: So that is the first and last time Legend Cards and Revelation quests will ever be related? Dev: I can’t really talk about what’s going to happen to the story in the future, so… Staff: Right, spoilers. Well, I had a look at the list of cards you’re planning to add and I saw a lot of familiar names. Apart from the “Powerful Kugheri Balzermancer” and the “Pantorex”, they were all Monster Cards we already have in the game. Does that mean these cards have a regular version and a Legend version? Dev: Yes. The regular cards are going to have the same stats they do now; the new ones are going to have more. The difference is that the regular cards will be available from Mercenary Post missions and Card Albums. Also, if you summon a monster from a Legend Card instead of a regular demon card, your summon will be bigger and the visual effects will be different. <Summoning with a Boss Card.> <Summoning with a Legend Card.> Staff: Cool. Looking at the stats of the new Legend Cards, it seems like there’s a big difference in what stats these cards have depending on where you get them. Is that meant to reflect the difficulty of the different game features from where the Legend Cards drop? Dev: Correct. Legend Cards obtained from more difficult game features will come with juicier stats. The Powerful Kugheri Balzermancer, for example, is a card you can get from the Unique raid dungeon. Unlike other places that drop Legend Cards, this dungeon has no competitive component and it has a lower degree of entrance restrictions. In this context, we’ll be increasing the competitive factor of field bosses and upping their difficulty level in order to boost the chances of acquiring Legend Cards. The Pantorex monster from guild quests is also going to see an increase in difficulty. Staff: So I was right. But there’s something I’m really curious about. How many cards do you need to get a Legend Card to Lv 10? Dev: Legend Cards are going to increase levels via card enhancement, a system different from traditional card synthesis. The reason we chose this was that, although combining cards is a safer mechanism, it requires large amounts of fodder to reach maximum level. Applying the exact same method to Legend Cards would make it way too tiring for players to boost up them up, so we added a shortcut process that lets you get to your target level faster with a bit of luck. Staff: When I was testing the card enhancement, I noticed that you can only use 4 other cards to enhance a Legend Card, though. And even with four Lv 10 Legend Cards as fodder, the chance of success from 3 to 4 stars still wasn’t 100%. Why is that? Is there no way to get 100% chance of enhancement with Legend Cards? Dev: That’s the shortcut process I was talking about. We realize that some players – like yourself – will still prefer the original card combination method, so we created another mechanism that lets you use high-grade, high-level cards to achieve 100% chances of enhancement. Under this mechanism, using other Legend Cards or enhancement cards designed specifically for Legends guarantees that your card gets another star. <Legend Card with 100% chance of enhancement.> Staff: I see, that’s a relief. I’d rather go the safe route, even if it takes a little longer. It looks like you can also increase the star level of Legend Enhancing Cards by combining them with other cards; is that right? How does that work? Dev: That’s right. You can feed regular cards to a Legend Enhancing Card via the normal card combination process to increase its star level. As you can probably guess, Legend Enhancing Cards are used to enhance Legend Cards only. The chances of success when using a Legend Enhancing Card as fodder are up to 5 times higher when compared to regular cards, so they’re something to keep in mind if you want to play safe. <You can increase the star level of a Legend Enhancing Card by combining it with other cards.> Staff: Alright! Those are all the questions I had for you today. Thank you very much for your time and for letting us play around with this new feature. I can’t wait for it to come out. Dev: No problem! I’m looking forward to what our players have to say about it too.
Staff_Max : Hello everyone, this is Staff_Max who wasted spent 47 days (unlike Staff_Amy who only took 1 try) trying to get Practonium from the Mystical Cube. Today, I’m with the person in charge of designing that particular nightmare item. Could you please introduce yourself to the players? PrinceKen : Hello everyone, please call me PrinceKen. I hope you’ll forgive the somewhat sad mood I am in. It’s because spring is around the corner. Staff_Max : I would like to, on behalf of the players, complain ask about the Mystical box. Something that a lot of players are quite annoyed and angry curious about. PrinceKen : I think I can see what is coming, and I would like to use this opportunity to apologize in advance…. Staff_Max : Could you please tell us the reasoning behind setting the 24 hour cooldown period and the impossibly extremely low chance to get Practonium? PrinceKen : There are a few ways to get the best equipment for Rank 8 content. Most of it can be obtained from end-game content such as the Earth Tower. However, we wanted to give the players that can’t enjoy that content a way to catch up. That’s why the Mystical Cube was created. A way for players, with a bit of luck on their side, to catch up with hard-core players. However, since Practonium is a core ingredient for crafting some of the best equipment for Rank 8 content, we had to set it at really low chances so it wouldn’t trivialize the effort that the hard-core players put into clearing end-game content. Staff_Max : I see(Give me back my 47 days)…. What do you think about the inconveniences that the players are experiencing because of the short expiration time(5 hours) on the Unstable Cube which they get when they don’t get Practonium? PrinceKen : I do think that we need to tweak the current settings a bit in order to make it less inconvenient for the players. These are some things that we are currently considering. 1. The Mystical Cube can be located in the Cube section of a player’s inventory, while the Unstable Cube is in the Item section. We plan on making it so that they will always be in the Cube section 2. We are currently developing a warning UI that will tell you if an item is about to reach it’s expiration time. Staff_Max : I think such changes will be able to help many players from missing the expiration date. Thank you so much for agreeing to this interview. I hope that this Dev Blog will help answer some of the questions you all may have had about Mystical Cubes. How many days did it take for you to get your Practonium? You could brag or lament on how quickly/long it took for you to get it. I had to try 47 times(lucky that I’m not a gambling man). Also, please let us know what you would like to be discussed in such fashion. I’ll see if I can ask the devs for a short interview so I can share some insight into how Tree of Savior was made.
Greetings, Saviors! We’re back today with another series of neat functions that are being developed for future patches. In this post we’re going to show you our plans for a new guild promotion feature, some quest improvements and a nice addition to the title system. Don’t forget that these plans aren’t final, so the actual content may end up looking a little different when it is applied to the game. Guild Promotion Board We’re creating a notice board which guilds can use to promote themselves and recruit members. The promotion board includes different information about the guilds like guild level, activity (Adventure Journal points), average team level, etc., which all players can access. The board allows players to directly send join requests to the guilds they are interested in, and guild administrators can then use the promotion board to manage and process the applications. In order to register the guild at the promotion board, the guild master must upload the guild’s banner (512 x 200 png) and cover page (1024 x 768-3840 png). Guild masters can set up the guild’s banner, cover page, intro text and promotion status under the guild settings menu. Players interested in the guild can look at the Info tab for more details and use the Apply button to send a join request. Since any player can apply to join a guild through the promotion board, there is no need for the applicant and the guild master to meet in-game in order to process the request. The guild’s administrator can simply access the board and accept or decline the application. Master Quests With the omission of advancement quests from Ranks 2 to 8, the function of Class Master NPCs became limited to selling attributes and consumables. Now, we want to bring quests back to the Class Masters. Starting from the lower levels, each Master will include their own independent subquests, most of them rewarding your character with Attribute Points. We expect to update Master quests over multiple patches in the future. Daily Quest Rewards We have plans to update the rewards and frequency of the Mercenary Post’s daily quests. First, we’re going to make these quests playable 2 times per day, per character. The quests will consist of simple monster hunting (adjusted to your character level), without the current item gathering component. The basic EXP rewards, on the other hand, are getting big boost with added Silver and Attribute Points. According to the day of the week, the daily quests will include only one of the new rewards: Silver from Monday to Thursday; Attribute Points from Friday to Sunday. Silver rewards will be calculated based on your level (level x n Silver), while Attribute Point prizes are awarded as 1 or 2 tickets of 100 Points (or up to 3 tickets if you’re at maximum level). Title Collection Finally, we want to introduce a system that grants characters minor passive stat increases according to the total amount of titles they possess. The image above gives you an idea of how the system works. We don’t want each stat to depend on a different kind of title, so we expect it to apply the stat boosts based only on the overall number of titles. Stay tuned to the News page for more updates!
Greetings, Saviors! You may remember from our ‘kTOS User Meetup Summary’ that the dev team is working on a list of goals to improve different aspects of the game. Today, we would like to share a preview of what we have planned for two of those goals: improving the chat UI and standardizing trade policies. 1. Chat UI Improvements We realize that social functions play a big role in the way many choose to take part in the world of TOS. The basic conversation tool that unites Saviors with friends, party members and guild members is of course the chat function, which is why we wanted to make it a little more convenient and useful. We added in a few new features to the regular chat window: - You can open up to 3 separate chat windows. - You can set a different chat type (Shout, Party, Whisper, etc.) for each of the chat windows open. - Pressing Shift+Tab lets you switch between open chat windows. - Chat window size can be adjusted horizontally (width). 1.1 New Group Chat Function Not all relationships in TOS can be measured in parties and guilds, so we wanted to give players another, more flexible way to organize themselves by developing a group chat function. Here’s a rundown of how it’s going to work: - You can create up to 50 group chat rooms, each room with a maximum of 20 users. - Clicking the top of the chat room UI will expand/minimize it. - Each chat room will have different settings you can configure to taste. - Regular whisper chats will be in the new ‘1:1’ tab. - If you’re whispering with a friend, the chat log will be under ‘Friends’. - Chat rooms in the ‘Group’ tab will have a few added functions. 1) Create Invite Tag: Lets you link to a chat room invitation, the same way you do with party invite links. 2) Invite: Enter the team name of another player to invite them to the chat room. 3) User List: Shows you a list of all the players in the chat room, and whether they are logged in. 2. Trade Policy Changes Item circulation was an area we felt was still not running as smoothly as it should be, considering the difficulties posed by trading restrictions and regulations. With this in mind, we wanted to standardize our item trade policies in a way that would make it easier for players to assess the degree of tradability of the game’s different items. Below are the new policies we have planned, organized according to degree of tradability: 1) Items untradeable by any means (Team Storage NO, Market NO, 1:1 NO) - Items obtained under circumstances specific to a character (collections, cubes, Earth Tower rewards, etc.) - Transcended equipment items - Items that became untradeable after a 1:1 trade with one or more non-Token users - Items with time limits (expiration dates) 2) Items which CAN be moved via Team Storage but NOT traded in the Market or on 1:1 - Exchange medals - All other items that don’t fall under the “tradable by all means” category 3) Items which CAN be sold at the Market but NOT moved via Team Storage or traded 1:1 - Tokens 4) Items tradable by all means (Team Storage YES, Market YES, 1:1 YES) - Items obtained through regular gameplay, not dependent on character-specific conditions (gems, recipes, monster cards, etc.) - Premium costumes - Enchantment scrolls - Emoticon packages - Items obtained from premium cubes Note 1: Trading an item 1:1 between Token users with one or more trades left and selling an item at the Market will no longer make the item untradeable. This applies to all items. Note 2: Personal trades where one or more players are either not using a Token or have no trades left will continue to be considered “non-Token trades”. In these cases, the item traded will become untradeable by any means. This applies to all items. 2.1 Token Benefit Improvements If you are a Token and Market user, you’ll be familiar with this set of changes, already applied to iTOS, planned under the dev team’s improvement project. If you’re not, here’s a summary of how Token benefits changed regarding Market sales: - Tokens sold through the Market no longer become untradeable. - Token users can now retrieve silver from the Market immediately after the item is sold. - Token users can now sell items for prices above or under the maximum/minimum price limits on the Market. And, another change is set to be applied along with these improvements: - A silver commission fee will be applied to Tokens sold at the Market, similarly to what happens with other items. Besides the Token benefit improvements already applied to Steam, the changes mentioned here have already been introduced to our kTOS test server and, after polishing all the corners, we hope to bring them over to iTOS later in the year. The team is working hard to keep up with the goal list, and we do have other improvements planned which we look forward to introducing here on the dev blog. Do let us know your opinions on the new chat functions and item trade policies. We’ll be back soon with more previews.
Fencer Master : Sorsha Hutton Sorsha Hutton constantly betters herself as the Fencer Master. This growth is not just limited to her swordsmanship. When she was inaugurated as the Fencer Master, she only cared for her family and her swordsmanship. This all changed when she faced the world after Medzio Diena and all the decimation it left. She began to grow. She even sold the treasure of her family to secure the fund to help those in need. Today, she not only fulfill her duties as the Fencer Master but also the obligation of the nobility. Many people quite rightfully believe that her emotional growth along with ever expanding swordsmanship will be of great help for the Kingdom and its people. Fencer? Fencers rapidly attack enemies with rapiers. Skills of Fencing Attaque ? Attaque means “To Confess One’s Eternal Love for Someone” in French. Just kidding it means “Attack.” In fencing, it is the initial attacking move used through Fente, Fleche or other attack moves with your arm stretched. Attaque Composee ? In fencing Attaque Composee “composite attack” is a type of Attaque preceded by one or more feinting moves. It is a go-to skill for a fencer and create great synergy when used with Epee garde. However, please, do mind the SP consumption. : ) Fleche ? In fencing, Fleche is an attack movement you do with your arm stretched, legs crossed, and upper body lowered. Through this position, a fencer can do a triple stab Fleche. Sept Etoiles : Fencer's Skill Those who speak the language of love might guess how many times you strike while using the skill “Sept Etoiles.” Sept Etoliles, which means Seven Stars, but attacking eight precise stabs like a star. The Fencer Master did tell us that many of you got mesmerized by this skill and became a Fencer. Knowledge of Fencing for our saviors :D The expression “touche”, which was originally a fencing term, has entered common parlance and is used to acknowledge a good or clever point made by the opposite party. If you really think about its origin, the pure sportsmanship can be found. The movement speed often exceeds what human eyes can handle. So, it is the one who is hit or ‘touched’, acknowledge it for the opponent by uttering that famous phrase. Such graceful acknowledgement of a defeat is certainly expected of a sport closely associated with nobility.
Hello. We are "Tree of Savior" development team. Our interview is on Game Webzine Inven (www.inten.co.kr). Link : http://www.inven.co.kr/webzine/news/?news=109604 There is a saying that trends are keep revolving around and this does not only apply to the world of fashion. Due to improvement in technologies, gamers can see the graphics in real time which were only available in CG videos before. However, there are many people who miss the memories of 2D dot graphics in the past. It may be due to the quality of the games that they had enjoyed in the past or it could be due to the recollections that are still in their minds from the communities in those game. The one thing sure is that they are missing those memories. Back in April 30th, when the information about the newest title from Hak Kyu Kim's imcGAMES was released, lots of people have shown their interest in the game which may be due to the reasons that I stated above. Due to the improvement in the game engines, the games that are being released these days are becoming more and more real, but the decision made by imcGAMES was somewhat different. Back to the past, but not old fashioned, concentrating on the feelings of the classics were the main themes that imcGAMES have emphasized while developing the game. To get the latest information about 'Tree of Savior", which features retro concept, we had an interview with the development team at imcGAMES. Let's listen to what they tell us about the game. 5 months have passed after the first information about the game was released at G-Star, but it seems that the attentions on the game are getting bigger and bigger. A1) We can't deny that we feel pressure on those attentions, but they also give us strength to work on. We are trying our best to release the game as soon as possible. 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. Q3) Are there any changes in the game after FGT? A3) We have identified that the current control system, which may confuse some people who play the game for the first time, may need some adjustments. Also we are adjusting difficulty level of the monsters and modifying some of the items in the game based on the feedback that we had received from FGT. Q4) After seeing the graphics of 'Tree of Savior', lots of gamers are remembering Ragnarok or Arcturus. A4) Our focus was to make the game which can give classical feelings, but not old fashioned, along with expressing the latest trends. As a result, we relied on as many hand drawings as possible instead of using the technology from the graphics engine and we emphasized shapes on designs to have fairy tale impression in the game. We are preparing to explain to all the fans about graphics concept soon at "Tree of Savior" Developers' blog so please wait for our explanation. Ragnarok and Arcturus are not our games. Therefore, those games do not have any relationships with our game. The art director for "Tree of Savior" is Anh Jung Won who has been with us for "Granado Espada" for a long time. [▲Graphics of Tree of Savior] Q5) Did you develop your own engine? A5) We are using the internally developed engine which has been in use and updated since the start of "Granado Espada". This engine was customized to meet the needs to express the impressions of 2D characters, hand drawn art and etc. Except for the graphics side of the engine, we are using the same engine which is being used to develop "Wolfknights", the other game that we are currently developing. Q6) After watching the video which was released at G-Star last year, we thought the sounds in the game are very impressive. We think that the sounds fit the game really well. Who made the sounds for the game? A6) Mr. Dong Il Kwak who was working in SoundTeMP team joined S.F.A team to participate "Granado Espada". And he is now in charge of sound directing for "Tree of Savior". Besides Mr. Kwak, many other artists including SoundTeMP team, Esti, Questrosound, Mr. Joon Sung Kim and the other artists are participating for this game. Among them, there are also some artists from the other countries and the new artists as well. As for "Granado Espada", sound concept was euro-trance genre and classics, and the predecessor's theme was electronic-pop genre. However, this time we are focusing on classical crossover. Please find more about it when we launch the game. Mr. Kwak's interview can be found on the following link. http://www.inven.co.kr/webzine/news/?news=49060 Q7) So you told me that you are planning 1st CBT this summer. How far has the development completed in terms of percentage for CBT version of the game? A7) We think that we are already ready to initiate CBT when we look at the sheer volume of contents inside the game, but we think there needs to be some adjustments on interfaces, game system, skills on each class and some other features in the game. I think we are about 70% complete for CBT. Q8) How diversely can a character move in the game? I know that there will be 8 directions and jump, but is it also possible to dash and run? A8) When we had our prototype version, it was possible to run by pressing the cursor keys fast enough, but after some tests, we had concluded that it's aching to press the cursor keys repeatedly so we changed that the basic movement will be running (instead of walking), but when stamina gets fully depleted, character will start to walk. Dash feature which enables players to avoid attacks instantaneously will be available on certain classes. Q9) I saw a fireplace in a game screenshot. What is it for? A9) We have some features including "Rest Mode" in the game in order to prepare for what players can do while they are not engaged in battles. The details of these features will be updated in the future. Q10) How does character customization work? A10) Since there are some limits on the characters' style, it is hard to freely customize the characters. You can choose class, gender and hair style. We are thinking about changing eye colors of the characters possible. Q11) I saw crafting system in the game from the video. How does crafting work? A11) All classes will be able to craft some items in the game. However, in order to craft an item, you have to first acquire a manual to craft a particular item. A manual will be automatically recorded on Adventure Journal once the manual gets used and after that the item can be crafted any time. Certain manuals can be taught to the others. When you collect all the ingredient items that are specified in a manual, you can craft the item. Crafting is only possible during Rest Mode, and it could take a few seconds, a few minutes, and more than 10 minutes depending on what kind of items you are crafting. Q12) How big is the world in "Tree of Savior"? A12) Our plan is to have more than 200 territories in the game when we launch OBT. It will include 3 major cities. Q13) I know that there are hair/head accessories. How many kinds of accessories do we have in the game? A13) At the moment, we have about 50 costumes that are not relevant to characters' stats. We will have more before we launch the game. [▲Crowns, hair bands, rabbit ears and etc are already present in the game.] Q14) When we look at the classes, there are clear distinctions between tanker, healer and dealer. When players form parties, are these roles clearly specified within each party? Or even if we don't care about the combinations of the classes, is it possible to clear dungeons in the game? A14) We are keep adjusting and modifying in terms of battle system. We will tell you more about it after our CBT. Q15) It was unique to see the texts that are being typed by the spectators during a tournament match are shown on the screen. What was your purpose on showing those texts? A15) Players who are waiting for the next matches, or the players who just want to watch the matches are all gathered around in the spectators' seats. They can watch those matches from the point of view of the players who are actually engaged in the matches. The texts that are being typed by the people who are gathered around will be shown anonymously on the screen and we think it will be more enjoyable to watch those matches when there are diverse comments coming from many people. A few people who are reading this may have already noticed. We got an inspiration from the one of Japan's famous video sites. Q16) When I look at Adventure Journal, there is something called Adventure Achievements. What is the purpose and when we complete high level Achievements, what kind of benefits can we receive? A16) There are some players who are mainly focused on leveling up their characters and complete only those quests that are mandatory and there are other players who want to enjoy all the hidden contents in the game. Adventure Achievements are for the latter players, but the Achievements in the game can not be achieved simply by killing lots of monsters. There are many Achievements such as collecting all the different kinds of items, searching and navigating all the maps, clearing all the quests including the hidden quests and many more. Your Achievements will be compared to the other players' Achievements and we will show which players have achieved higher points by ranking those players. Certain quests and certain upper level classes are only possible to do and aquire when your accumulated Achievement points are higher than certain level. [▲The latest build screenshot which was first revealed from Inven ②] Q17) We think community features and real life features (such as marriage, having a house and etc) would fit the game well. A17) It is hard to predict how the community in the game will turn out in the future. After collecting feedback from the testers from CBT and the tests after that, we will decide which system to add in the game. Q18) You have recently opened Developers' Blog for "Tree of Savior" and shared with us some information. When can we get the new information? A18) We will collect all the questions from the Facebook and the Blog and answer them from time to time. We will also update our development process. However, our updates will be non-periodic for a while. Q19) So finally, CBT which is scheduled within this summer, How much can we expect in the game in terms of the number of contents? A19) The main purpose of CBT is to test the game when a large number of people connect at the same time. Therefore, we will limit the number of contents that will be released at the CBT version of the game. Still, we will have enough contents so that the testers can play the game for full two weeks. We are collecting the questions that you have given us so far via Facebook and Developers' blog and we will soon answer your questions on Questions and Answers about TOS #2. Thanks.
Greetings, Saviors! This video is a preview of our latest client optimization patch, set to be released this April 10th. We recorded densely populated maps in three different situations (city map, Territory Wars and field boss) before and after the application of the patch. Check out the results below. Test Results For this optimization patch, our main focus was addressing lag issues and improving frame update processing times. Overall, we noticed a visible improvement in loading times, reduction of lag, and general smoother frame performance. Recording Environment All videos were recorded using TOS' F12 video recording function. The BEFORE videos (city map and field boss) were recorded in iTOS during the GM Playdate of March 13, 2018. Since Guild Territory Wars haven't been updated on Steam yet, the corresponding BEFORE video was recorded in our own test environment. The AFTER videos were also recorded internally at IMC from March 30 to April 2, after applying the client optimization patch set to be released on April 10, 2018. PC Specifications [City Map] CPU: Intel(R) Core(TM) i5-4690 CPU @ 3.50Ghz RAM: 16.0GB GPU: NVIDIA GeForce GTX 550Ti OS: Windows 7 (64 bit) [Territory Wars] CPU: Intel(R) Core(TM) i3-4150 CPU @ 3.50Ghz RAM: 8.00GB GPU: NVIDIA GeForce GTX 650 OS: Windows 7 (64 bit) [Field Boss] CPU: Intel(R) Core(TM) i5-6600 CPU @ 3.30Ghz RAM: 8.00GB GPU: NVIDIA GeForce GTX 750 Ti OS: Windows 10 (64 bit)
Greetings, Saviors. This is Tree of Savior Developer Team. We would like to share our new Unique Armors that will be updated this fall! New Armors will be categorized into Goddess’ and Demon God’s Armor. Each of them will have its own stats, and equipping the same Goddess’ or Demon God’s Armor in various parts will enhance the stats. Equipping all the Armors in every part with the same God’s Armor, special effects will be applied as existing set stats. Goddess’ Armor The Goddess' armor is a state-of-the-art piece of equipment that the followers of each Goddess tried to use the power of the goddess in a specially crafted Armor to confront the Demon God's power. Vakarine Armor - Midnight Baptism STR 84 CON 60 Critical rate 277 Physical Critical Attack 554 Block 277 Activates Midnight Baptism effect in every region except for PVP region when equipped. When succeeding in Block with [Midnight Baptism] shield, the damage of skill with the next armor within 3 seconds increases by 100% per every part. Decreases cooldown of attack skill with the armor by 20% when equipped in 4 parts. Zemyna Armor - Saint Oath STR 84 DEX 84 CON 60 Critical rate 277 Physical Critical Attack 544 When equipped, stackable [Saint Oath] effect that lasts for 15 seconds when every attack except for the basic attack is accurate activates in every region except for the PVP region. (Cannot be stacked with same skill continuously, up to 5 stacks) Increases [Saint Oath] Basic attack damage by [Number of equipped part x Number of (Saint Oath) stacks x 20%] Attacks that does not activate the [Saint Oath] effect are following: - Continual AoE skill - Magic Circle skill - Continuous damage debuff Dalia Armor - Infinity Blessing STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Infinity Blessing] effect in every region except for PVP region when equipped. Direct attack skill damage by [Infinity Blessing] channeling (effect activates while pressing the key) increases by 100% per equipped part , Damage taken decreases by 5% per equipped part when casting channeling direct attack skill, decreases cooldown of channeling direct attack skill by 20% when equipped in 4 parts. Austeja Armor - Devine Enigma STR 84 CON 60 Max. SP 593 SP Recovery 89 Increases Healing by 7.5% when equipped. Increases Movement Speed by 3 when equipped in 4 parts. Gabija Armor - Holy Flame STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Holy Flame] effect in every region except for PVP region when equipped. Increases direct attack skill damage occurring after the [Holy Frame] casting is completely done by 50% per equipped parts, decreases damage taken when casting direct attack skill by 5% per equipped parts, decreases cooldown of casting direct attack skill by 20%, Even if you stop during casting, the skill that activates the skill receives only half of all effects. Demon God’s Armor The Demon God’s Armor is a specially crafted Armor created by the inferior demons that emulated their superior demons’ power to get more strength. Rumpelstiltskin Armor - Reckless Gambler STR84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Reckless Gambler]effect in challenge mode when equipped. [Reckless Gambler] - Increases damage by [3 x number of equipped part]% per activated installation you have installed. - Vakarine Statue is excluded. - Installation that has been installed with the same skill is counted as one. Kartas Armor - Harsh Imperator INT 84 CON 60 SPR 84 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Harsh Imperator] in every region except for the PVP region when equipped. [Harsh Imperator] - Increases damage by [1.875 * Number of equipped part] per summon - Increases up to 60% Ziburynas Armor - Overload Raid STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Grants [Overload Raid] for 20 seconds when using Gung ho/Concentration/Guardian Saint/Double attack/Magic Shield in every region except for the PVP region. [Overload Raid] - Increases damage by 25% per equipped part. Defense of each part of Armors: Top Physical Defense 1,602 Magic Defense 3,204 Bottom Physical Defense 1,602 Magic Defense 3,204 Gloves Physical Defense 1,068 Magic Defense 2,136 Shoes Physical Defense 1,068 Magic Defense 2,136 ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.