Greetings, Saviors. We will soon carry out a short maintenance in [SA] Silute in order to address the current lag issues in the server. In this maintenance, we will be rearranging the server machines in a way to increase efficiency and reduce the occurrence of lag spikes. We will also be expanding server capacity in instanced dungeons 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] 03:00 to 03:30 / [BRT] 04:00 to 04:30 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! As you may know, our GMs headed out to the servers on May 17-19, 2017, to meet players, answer questions and generally have fun with everyone. We’re immensely grateful to all the players who took the time to participate. Today, we are rounding up some of the questions players asked during this GM meetup to summarize a few of the topics discussed and provide some additional clarification on them. Here we go. Combat System Changes Q. The last content update you did was considerably fast and had almost no differences from kTOS. Can we expect future content updates to happen at that pace now? A. The pace at which content is updated to iTOS will always differ according to the situation, but in cases such as big system reworks and the like, our goal is to bring them over to iTOS as fast as possible, like we did with the recent patch. Q. Saalus Convent missions feel harder than they were before the big changes. It’s only the bosses there that seem harder though; was this intentional? A. If you feel that Saalus Convent bosses became harder than before, you may want to check your defense and penetration numbers. A lot of combat-related values and calculations changed, so dealing with certain monsters is going to feel a little different. Q. How do you feel about the spike in players you saw after the combat changes, events and advertisement? A. We feel very grateful to the players who returned to TOS, those who just started playing, and of course all the others who continued to play, for the interest they have shown in our game. We certainly hope to continue providing more exciting events and working towards a fun TOS for everyone. Future Plans Q. Will you keep rebalancing other classes after the big changes? A. After the big combat changes and the character reset event, our goal is to keep improving on the specific problems of multiple classes. We briefly talked about this in our last Dossier post, so feel free to go over there to read about some of our plans for the future. Q. What plans do you have regarding GvG? When are the Regional Guild Battles coming back? If you’re thinking guild wars, we also mention a few changes we want to bring to guild contents in that last Dossier post we made, so you should definitely give it a read. As for Regional Guild Battles, they’ve been on standby for a while now, but our hope is to rearrange the format so we can bring them back for good. Please wait while the specifics are being sorted; we will announce more about the new format when it is ready. Q. What about Team Battle League? What can we expect for the future of TBL? A. It’s hard to be specific as of now, but we did discuss a few changes we’re thinking of implementing, again, in the fifth Dossier post. Please read that post for the full explanation, but in a nutshell, we want to revise both the format and the balance of Team Battle League matches. Q. When can we see Rank 9 and the new classes? A. Our goal is to release Rank 9 within this year; that’s what we’re working towards to at least. We can’t disclose any information about new classes yet, but we’ll make sure to lay out more details once we have something concrete. Q. Will the Adventure Journal be removed? A. The Adventure Journal will not be gone from the game; instead, we will be making some significant changes to how it works. We made an initial announcement about this some time ago in our official website, and we’ll continue to inform you via future announcements once more details about the Adventure Journal changes are out. Feedback Q. Do you see the feedback we leave on the forums about the latest issues? A. We always monitor the official forums and take note of the players’ feedback. We’re glad to see players discussing the issues there, and we hope you’ll continue to share with us your opinions and thoughts on the game. Q. I like Hunting Grounds, but the cube drop rates are too low. A. Item drop rates in Hunting Grounds are based on the same principles as those of other fields, so we haven’t felt like it was particularly difficult to obtain specific items in them. That said, we realize that the appeal of Hunting Grounds is largely due to unidentified items, so we won’t shy away from continuing to improve on them whenever we deem it necessary. Q. Clerics are too strong in this game, it seems like there’s nothing they can’t do. Is there a reason why only Cleric classes are like this? A. We understand why some players would feel this way, and considering that one of our goals for now is revising the balance of specific classes, the players’ feedback about them is definitely something we should keep in mind. We can’t say any changes will happen overnight, since these things take time, but do keep discussing the ways in which you would like to see each class improved. Q. Would you consider reducing the price for changing your team name? A. We may consider temporarily applying a discount for team name changes in the future during an event. However, we don’t currently have plans to permanently reduce the price. Q. We would like the option to change the name of a companion / not see the names of other players’ companions. A. We can see how those options would reduce two very real companion name-related frustrations. We do intend to improve some aspects of the game’s UI so we will take note of those ideas for the future. Bugs and Issues Q. After more people started playing in [SA] Silute, the lag became really bad, but it seems to have gotten better after the temporary maintenances. What changes did you make? A. We did notice quite an increase in the population of [SA] Silute after the big update, which caused a series of lag issues in the server. As explained in our announcement after the temporary maintenances of May 16 and 17, we added more machines to the server to expand its capacity and allow for a larger number of concurrent players. We’re continuing to monitor the situation in [SA] Silute both by checking the server ourselves and via player feedback. Q. If you write to a certain extent in the chat input window, the letters will become “hidden” in the UI and you can’t see what you’ve written. When is this bug being fixed? A. This is a bug we’re well aware of and working to fix. We don’t think it will take that much longer, and we’ll make sure to apply it to the game as soon as we have a solution. Cosmetic Q. The fashion sense of TOS costumes seems very Korean. A. As a game of Korean origin made by a Korean team, we believe it’s only natural that our costumes would be influenced by that, although we do tend to try on different concepts every time we release a new set of costumes. Feel free to leave your suggestions for new costumes in our official channels, too. It wouldn’t be the first time player feedback has inspired a new TOS outfit ;) Q. Would you consider introducing costume dyes? A. We like the idea of a costume dye that would allow you to change the color of your costume in the same way you do with hair dyes. Unfortunately this is an idea which has been postponed, as we found some unexpected obstacles inherent to how our system works when trying to develop a similar item. Q. How do you feel about a frying pan shield / candy cane rod? What about a bandana / leaf / giant bow hair accessory? [There were many more good suggestions; these are just a few examples.] A. The frying pan could very well work as a weapon, too, we think. A candy cane rod would look lovely paired with a Christmas costume or a candy hair accessory. We’re always surprised by the ideas players come up with for new items and we wish we could make them all a reality… We’ll make sure to continue creating more fun and quirky cosmetic items in the future.
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 23, 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
Dear Saviors, the long awaited fan art festival is now over! This event is the first time we have tried a new system based on feedback. The vote by users! Many users browsed the forum, leaving many replies and votes at the fan art threads. Our staff also made their decisions based on their personal preferences. I congratulate those who were awarded and also all the artists who participated in this event. And here is the list of the works by user vote! Team Name: IGarrisonI Title: Working Together Team Name: ClairDeLunne Title: The "Purrrrrrrfect" Plan Team Name: ponachan Title: Questing time! Team Name: Keitz Title: A soothing nap during the journey Team Name: Yatou Title: Welcome to the Guild Team Name: MariPaint Title: "So... everyone died" Team Name: Nalipsis Title: Enjoying the Moment The staff also made their decisions at this event! Here is the list of works picked by the staff! Staff Ethan's Choice Team Name: -shed Title: The Monsters Explode?! Staff Amy's Choice Team Name: xEarlx Title: Solmiki Tower Conquerors . Staff Ines's Choice Team Name: Ottocea Title: Spirited Away Staff Yuri's Choice Team Name: Norikou Title: Nature and its peace E.Cham's Choice Team Name: DrossH Title: Time with Friend Old.K's Choice Team Name: Fillifyon Title: Hanami i Thank you for all the members and artists who participated and sent works to this Spring festival! I hope you all enjoyed, and enjoy looking at the great works of other members in the forum! This event is complete, but as I promised there will be a feedback thread again in the Fan Art section. You can see all of the works here at in-game loading screens after the weekly maintenance on May 30, 2017! See you again at the next festival!
※ IMPORTANT: Please note that your character must be above Level 40 to use this content.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for (May 23, 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.
Greetings, Saviors. We would like to make an announcement about the recent [SA] Silute server issues. There were some inconveniences caused due to an increase in users after the recent update, therefore to solve these inconveniences, and to continue to improve our game for our users, we increased the capacity of the server in [SA] Silute along with other improvements. We will continue to monitor the situation to ensure that the server runs smoothly. Thank you for your love and support of Tree of Savior. If there are any other issues, please feel free to contact us via Support Ticket.
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.
<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.