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[COMPLETE] [SA] Silute Temporary Maintenance Notice - May 17, 2017

Greetings, Saviors. We will soon be doing a short maintenance in our [SA] Silute server  in order to improve server stability and increase server capacity. This maintenance is expected to take place during the following period: [EDT] 06:30 to 07:00 / [BRT] 07:30 to 08:00 (May 17, 2017) Please note that this maintenance will only affect the [SA] Silute server. Other servers will remain open during the period above. Thank you.

Announcement
May 17th, 2017
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Dev Interview: DPK

<Item developers P&Y> As soon as I entered their office, the sounds of voices in heated discussion mixed with the keyboard clicks of overzealous typers filled my ears. A lively workspace with numbers and formulas flashing from screen to screen and empty energy drinks littered from desk to desk. Amongst this chaos, I could find today’s interviewees, P & Y, aka. the Doppel Glasses. Recent developments -- including the Combat System Changes -- seem to have put an extra toil (and an extra spotlight) on them. Despite all this, after offering me a seat, I had their undivided attention and my interview began.    Yuri: Item Farming. The core of RPGs. It’s quite addictive, don't you think? Sometimes item farming, itself, becomes my own personal short-term goal outside of the normal activities in the game. But how this work exactly? To answer these questions I go to you, our item developers P and Y. P&Y: Hey, how’s it going. :) Yuri: Good, good! So farming for items, making my character stronger, defeating bosses are all experiences we have while playing RPGs. But today, I brought some questions about DPK. Our Saviors are looking forward to your answers. Y: Sure, ask away. Yuri: So let's start with the first one: what exactly is DPK? And why do we have it? Y: Top-down would be a more precise term than drop-per-kill for our game. The reason why we chose this system, rather than DPK, is because if we simply did DPK the worst case scenario would be players hunting for a single item for as long as one or even two months. That’s the downside. To prevent this from happening, with our new system we can at least guarantee that the item will drop. Yuri: So, this means people don't need to pray to the great RNGesus? As a gamer, I think this is a thoughtful concept, but my questions don’t end here. Our Saviors are also interested in the recent adjustments. We’ve received a lot, and I mean A LOT, of feedback that the drop rate is worse than before. Care to comment? P: Yes, there have been some adjustments to item values. We manage the item rate by considering both the players' feedback and the real numbers in the game. In other words, we take into consideration comments from the community and compare them with the in-game logs. If item drop rates need to be changed, then we change them. And, yes, it is true that the drop number has become higher but, when looking at the data, the actual drop rate has increased about 50%. For example, in the previous formula... let's say DPK is 500. This means you must kill 500 monsters to get an item. But with the new formula, each time you kill a monster starting from 1/500, the drop chances increase. Also, the previous system was a little unfair, no? If Player A is trying to get an item from a monster with a 500 DPK rate and they get to 499 kills, but Player B comes along and kills the last one… Well, Player B gets the item and all of Player A's hard work is put to waste. We want to avoid this problem with the new system. Yuri: That’s great to hear. So, what can we expect about the future of this top-down formula? Is it set in stone or will there be a few more changes? Y: Oh, the general structure is going to stay, but we are also going to grant players new ways to acquire items. These items will become available through new content rather than just by killing monsters. This will give players easy and convenient access to certain items. Yuri: I see. I see. Then can you tell me – when does this top-down system reset? P: Haha! When the item drops, of course! :D Yuri: Ah-ha! I almost forgot that this top-down system is all about counting. Well then, is it bound user-wise? Or map-wise? Y: It’s a secret but… it's bound map-wise. For example, if there is a monster with 500 DPK on Map Z and User A kills 100 monsters on channel 1 while User B kills 100 monsters on channel 2, both players have a 1/300 chance of an item drop. Yuri: So this would be the last thing to ask about, plans! What can you tell us about that? P: One of the things we can tell you about is the new material shop system we're considering. You'll probably see them in future events. In this type of shop, you can purchase materials that you need for your recipe. Yuri: So there will be a special kind of shop to do this. P: Right; the list of items sold will be random and it will periodically resupply the products, too. But this will be bound to your account, not a character. Yuri: And the list of items is different for each player? P: I'm afraid not. All players will have the same list, of course. Also, the shop will not sell core items like Practonium but something like all the xxx~niums, shells which require a certain amount of farming but gives user low motivation. and that kind of stuff to cut down the effort of farming for an item. Yuri: Since this is a shop, I think asking for the price is also important. P: Items in these shops will be available for silver. Since this shop is for events, the price is not going to be that expensive. Also, we will coordinate our efforts with iToS staffs to decide when the shops should be reset and how much the items should cost. Yuri: I see. When can we expect to see this in the game? P: We're still ironing out the details. We cannot tell you the exact date at this moment, but we will see this gets updated as soon as possible. Yuri: I understand. Can you tell us what the main reasoning is behind these improvements, so users can have an idea of the direction you're aiming for? P: Our main goal is to relieve the stress of obtaining drop items and also improve convenience for the players. Yuri: Alright, well I think those are all of my questions. Thank you for today's interview. Short, sweet, and to the point. I think it will give our Saviors a general ideal of our new item formula.  P&Y: We are looking forward to show off more interesting items to the players. We would be love to talk about that in the future.  

Developer's Blog
May 17th, 2017
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Combat System Changes Dossier Pt. 5

Greetings, Saviors! Now that the main combat system changes we’ve been discussing in the Dossier series have been applied to iTOS, the dev team is back for the final installation of the Combat System Changes Dossier, where we’ll reveal some of the improvement plans we have for the future. Keep in mind that the updates we talk about here haven’t been decided on yet and some aspects may change.   Life After the Combat System Changes The big combat system rework came with a character reset event (open until May 30, 2017!) to match all the big and small changes it brought about. We love seeing how players are involved in testing out different builds in the freshly revised combat system, and we're glad most seem to be taking full advantage of the event. Our plan after this big rework is to assess the problems of specific classes in order to readjust and improve them. Our main focus is going to be on classes that are hard to fine-tune through general formulas alone, particularly those with skill set restrictions or problems related to summon AI, stat calculation, etc.; in other words, classes with very specific concepts that can be tricky to approach by your average player. Some classes may take longer to readjust than others, but we hope to release a few patches containing changes for multiple classes at once. And by the way, we’re excluding Rank 7 and Rank 8 classes, which don’t have their upper skill set fully formed yet, from these plans. Tree of Savior has a few classes with very particular structures and functions you don’t commonly see in an MMORPG, and it isn’t easy fixing them all overnight. We at the dev team feel truly grateful to all the players who decided for a class because they admire the concept despite that class’ lower combat performance, and we certainly want to work towards a TOS where no class is forgotten.   Field Boss Improvements One update regarding combat systems we already hinted at in a previous video was field boss improvements. First, we expect to lower the combat power and rewards of all bosses that appear after a certain period of time, effectively excluding them from the category of field bosses. Our plans are to divide field bosses into two grades. One grade of field boss will be powerful enough to face multiple parties at once, and drop as main rewards recipes for new unique accessory items, with cubes providing other exciting items. These bosses will be the strongest types of monster existing in Tree of Savior Defeating this type of boss will distribute rewards to all party members according to the damage contribution ranks (within the party), plus a bonus reward to the first and last characters to attack the boss (they’ll have to be present when the boss is defeated to receive these rewards). We believe these bonus rewards will be a fun incentive for players who dare to risk their safety to deal that first hit or the finishing blow. The other grade of field boss will be a slightly toned-down version worthy of facing one-on-one with any character that has a decent combat build. These smaller bosses will appear in various fields of different levels and drop material items that can be used to craft equipment obtained from field bosses. This lower grade of boss will appear at random times in random locations, but we want to avoid having it appear right before scheduled maintenance and remove any restrictions that keep characters from temporarily receiving rewards. Along with these boss changes, we also intend to reduce the frequency of knockdown,  omnidirectional and single-target attacks in boss monsters, as well as revise their normal attacks.   Team Battle League 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.   Guild Communities One of the obvious differences between MMORPGs and games you play alone are the communities players create in the former. This aspect is especially encouraged by the guild communities present in most MMORPGs, a genre which established itself nearly 20 years ago. With this in mind, the somewhat restrictive and closed-off guild systems of TOS can seem to fall a little short of other games with user communities. Currently, guilds in TOS cannot be created without a Templar character. The fact that Templar is a Rank 7 class is enough of an obstacle; add that to the relatively lower combat power and the lack of any noticeable benefits for Templars in the recent reset event, and you can see why guild masters are currently left in a bit of a tough spot. The changes we want to bring to guilds include allowing anyone to create a guild consisting of a simple social community. Guilds led by Templar guild masters, on the other hand, will be able to use skills to access extended guild functions and participate in guild wars. Following these changes, of course, we intend to provide reset items to all guild masters for either skill or class reset options. To match these guild system revisions, we also want to update guild wars (we’re not talking about the seasonal Regional Guild Battles, but the GvG play that takes place in open fields). Here, unlike what we’re doing for Team Battle League, we don’t intend to readjust level differences, skills/buffs or the number of participants, however. These changes don’t mean that every guild will have to go to war, either. We very much appreciate the contribution of players who gladly take part in GvG contents, but not all players join a guild for the same purpose. Finally, we want to push the aspects that differentiate Tree of Savior from more rugged MMORPGs by introducing new friendly living and productive activities, and our plan is to include these in guild contents, too. Thank you to everyone who stuck with us throughout the Dossier series. We at the dev team want to make sure that TOS continues to grow into a fun game for all players.

Developer's Blog
May 17th, 2017
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[COMPLETE] [SA] Silute Temporary Maintenance Notice - May 16, 2017

Greetings, Saviors. We will soon be doing a short maintenance in our [SA] Silute server in order to improve lag issues. This maintenance is expected to take place during the following period: [EDT] 23:00 to 23:30 (May 16, 2017) / [BRT] 00:00 to 00:30 (May 17, 2017) Please note that this maintenance will only affect the [SA] Silute server. Other servers will remain open during the period above. Thank you.

Announcement
May 17th, 2017
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Official Forum Maintenance - May 16, 2017

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 May 16, 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

Announcement
May 16th, 2017
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[COMPLETE] Scheduled Maintenance Extended in [SA] Silute - May 16, 2017

Greetings, Saviors! We regret to inform that today's scheduled maintenance has been extended for 2 hours in [SA] Silute. This server is then expected to open at the following times: [EDT] 07:00 / [BRT] 08:00, May 16, 2017 Please note that the extension will only affect the [SA] Silute server. Other servers are expected to open at the time initially announced. We will update this announcement when maintenance is complete in Silute. Thank you.

Announcement
May 17th, 2017
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[UPDATE] [Fan Art Festival] Now it's time for Vote!

Doesn't time fly? As we mentioned, the entry for Fan Art Festival is now officially Over!! (May 15th 23:59 EDT) Starting from 0:00 16th of May 2017 until 22th of May 2017 we will have a vote on going and grace period for checking IP theft! Now it is the time for us to choose for the champions!  ※After this grace period, if the artist confirmed to be related to IP theft, we will deprive the title. Again, at this festival, total 13 pieces will be chosen.  - 7 pieces will be picked by User Vote by receiving the most "Like" by the Forum Users. - 6 pieces will be picked by Staffs but with each Staff's personal decision. - The Staff pick will be made after the User pick is completed and will not overlap each other.  You could find the list to give a like vote "here"   When voting for the art piece, don't forget the general rules! (requirements etcs) Art Requirements Format: JPG/PNG/PSD Size: 1920*1080px, 300dpi The art related to the Theme - Illustration - Comic panels - The image that utilizes in-game screenshots or material. - EXCEPT for the real-life photography or image that utilize such. Policies and Disclaimers imcGAMES will not be held responsible for (a) any contest disruptions, injuries, losses or damages, caused by events beyond the control of imcGAMES; (b) damages caused by plagiarized work submitted by the artist; or (c) inconvenience caused by human error or typographical errors in the rules or promotional material. ImcGAMES reserves the right to change, suspend, or cancel the contest if, in imcGAMES discretion, intervening circumstances warrant such action.     Contest Overview: This contest is held by imcGAMES and is open to all Tree of Savior fans. Artist interested in participating may submit a design of fan artwork.  General Contest Conditions: By entering this competition, you are granting us a non-exclusive perpetual license to reproduce images of your artwork into in-game loading screens and in posts on the forums (forum.treeofsavior.com) when introducing the works selected. Artworks selected might undergo modification when applying them to loading screens. Artworks will not be used for any other purpose than that which is stated here. Loading screen images are subject to change without prior notification.  When selected artworks will be displayed in-game shall be announced at a later date.  Original Work of Authorship: By submitting your work you hereby warrant and represent that your submitted art is, in fact, original works of authorship on your part and have not been copied, in whole or in part, from any other work and do not violate, misappropriate or infringe any copyright, trademark or other proprietary rights of any other person or entity.  You may not post materials that are sexually explicit, offensive to certain groups, or generally inappropriate for the game’s T rating. Artists who violate these policies are subject to disqualification from entry and should plagiarism or IP theft is confirmed, imcGAMES holds the rights to revoke all benefits and prizes given to the artist. 

Announcement
May 16th, 2017
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Goddess' Blessed Cube Item List: Updated May 15

  Important: All the Goddess' Blessed Cubes follow the updated item list regardless of the date it was purchased. This policy will be standard unless stated otherwise. e.g.  Goddess' Blessed Cube A (purchased on November of '16), B (purchased on January of '17) and C (purchased on May of '17) will all follow the item list the most current.

Announcement
May 15th, 2017
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[COMPLETE] Scheduled Maintenance for May 15-16, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (May 15-16, 2017). Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
May 16th, 2017