Greetings, Saviors!We would like to announce the details of our weekly maintenance for February 28, 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! First, we know that it came as a rude surprise when we rather suddenly removed Guild Battles without proper prior notice, and for that we would like to apologize. This had to do with a few reasons, mainly issues related to stability and the rewards. We felt that we were not able to stabilize Regional Guild Battles at a satisfactory rate, and that the rewards should be more about honor and showing off your guild's victories in a way that is recognizable to other players. However, we know that many players still enjoy the contents, and we would like to see them return. As such, we would like to announce that we are bringing back Regional Guild Battles [next week], but in a different format. Since we are still working on ironing out the kinks, we will avoid any automation that might cause more issues. Also, we will be continuously analyzing the data and feedback from the new seasons in order to improve playability. The major differences will be as follows: 1. Regional Guild Battles will be open for 3 weeks with intervals between each season. 2. There will be 2 Regional Guild Battle sessions per day. 3. There will be major changes in the rewards, as TP will no longer be provided as reward. The rewards will be provided to the relevant guild’s members individually via GM message to the postbox. Below are the rewards planned to be given after the first season. They will be usable until the next season ends, after which they will be deleted. Please note that later seasons may have different rewards. A. First Place (per guild member, per region) ► Regional Guild Battle Armband (1st Place) : Covers the wearer and the surrounding area with a sparkling effect. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. B. Second Place (per guild member, per region) ► Regional Guild Battle Armband (2nd Place) : Covers the wearer with a sparkling effect. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. C. Third Place (per guild member, per region) ► Regional Guild Battle Armband (3rd Place) : Has no special effect besides looking pretty. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. We’re looking forwards to seeing who will manage to get the very first ‘shiny’ accessory items in Tree of Savior. Which guild do you think will manage to come out on top in the new Guild Battle format? Let us know what you think about the new seasonal system and rewards.
Greetings, Saviors! As you may remember, throughout the month of January we made a few posts on our blog where we discussed some balance changes we're working on. If you haven't yet, do have a look at them here: Balance Talk Jan 6 / Jan 13 / Jan 26. Part of the changes we planned are now ready to be implemented on kTOS, so we wanted to share with you a preview of what the rebalanced classes will actually look like in-game. In this video we feature Warlock, Cannoneer and Monk skills: check them out below!
Greetings, Saviors! Recently, a meetup with players from our Korean servers took place, where questions were answered and our dev team shared a bit of what we have in mind in terms of the development of Tree of Savior. Today, we thought we’d share some details of this meetup with you here at the dev blog to let you in on some of the things we’re preparing and also gauge your opinions on the themes we discussed. First, these are the main goals our dev team is working to implement in the near future: 1. Improve the damage calculation system. 2. Increase the efficiency and revise the effects of each stat. 3. Create formulas to replace the currently fixed-number skill attack values and effects. 4. Revise the basic stats of all equipment items. 5. Readjust the efficiency and cost of enhancement/transcendence. 6. Readjust the difficulty of all fields and dungeons. 7. Overall improve the chat UI and develop new group chat functions. 8. Standardize and simplify item trade policies. As for the contents of our session, below are some of the topics we discussed with the players, summarized in a Q&A format. Transcendence and Balance Q: Item transcendence comes up too early in the game, and the effect it has on overall balance seems a little excessive. A: Originally, we introduced the transcendence system to give items a higher degree of importance in the game. We don’t want to devalue transcendence, since it would negatively affect players who already invested in it, so we are reviewing ways to increase the supply of transcendence items in order to reduce the gap. Q: Being a magic class is tough… A: We want to make it easier for magic classes to play solo in regular fields. We expect some of the difficulties felt by these classes can be alleviated by readjustments in the transcendence system and item rebalancing, so we’re going to make more specific plans after we test these out. Q: If you think about all the new equipment that’s going to come out in the future, it becomes a little too difficult to invest in transcendence, especially if you use a sub-weapon. Even with multiple characters, it’s a lot of work. A: In a way, the game already allows you to “recycle” your transcended items by restoring either part of the Blessed Gems or the item itself, but we are also considering making transcended equipment tradable. Perfecting the transcendence system is a bigger priority at the moment, however. The group of kTOS players met with IMC representatives at our offices in Seoul. Announcements and Communication Q: We don’t get many updates from you on what you’re working on and what your projects are for the game. Even if your plans end up not working out, we’d rather you at least communicate with us and let us in on the progress. A: The truth is that it has always been a little intimidating for us to talk about our plans for TOS, considering the amount of well-documented bugs we have yet to fix. Slowly but surely, however, we’ve started to work more on communicating our ideas and plans for the game, and we continue to strive for improvement on that area. One concern we have is figuring out the right stage of development at which to announce anything we might be working on, given that we do need to be at least somewhat sure that we can carry it out… Premium and Cosmetic Items Q: We get the feeling that new costumes are often released too late, and even when we do want to buy them, their prices aren’t exactly affordable. A: Last year was a constant struggle against bugs. We refrained from pushing the marketing of the game too much until we had some of the most basic issues fixed, and at the same time we didn’t want the gameplay at the time to rely excessively on paid items. In order to be able to service TOS in the long run, we don't think premium items should have too high of a priority on our list of aspects to improve on. We will continue to review our stance on this, but we don’t want anything premium to have too big of an effect on the core gameplay. Q: We understand that you want the game to be working at its best, but the players don’t want to wait. We wish we had more non-combat-related things to do in the game, decorative elements, housing, etc. The lack of premium items means that, even when we do spend money on TOS, there isn’t much we can do with it. A: We have received similar suggestions from players regarding non-combat play, including some really interesting ones we would surely like to review. We will continue to ponder on them and hopefully we can introduce more interesting items in the future. Addons Q: Some addons give unfair advantages to those who use them; we want to know your stance on these. Also, would you develop convenience addons for TOS? A: We wish we could review every single addon used for TOS, but realistically it’s something we cannot do. We can’t vouch for the reliability of any external addon, so our general stance is that it’s best to avoid them, although we do not punish the use of addons unless they are considered harmful to the game. We are, however, considering applying some functions of existing addons into TOS. It was definitely interesting hearing the players talk about their experiences with TOS face-to-face. Item Performance and Stats Q: Can you explain why certain leather armor now increases INT?? A: Our intent with this was to reduce the restrictions on the various types of armor for each class tree. Our impression is that it’s currently tilting towards plate armor. Q: Each class has always had its own suitable type of armor; if you start changing things now it will only confuse players. We think it’s best for each type of armor to have a concrete concept attached to it. A: This isn’t the first time we set out a strong concept then ended up making a compromise on it. Our current plans are to make hard-concept equipment more focused towards PvP. It’s a subject we still need to consider. Instanced Dungeon Matching Q: Auto-matching in instanced dungeons sometimes creates parties that are really unbalanced in terms of class distribution. A: If we focus on having a more equal distribution of classes in auto-matched parties, it will end up extending the time necessary to create a party. We need to consider what the optimal way to go about this is, since we also have to take in account the number of players in the queue. Q: How about allowing us to enter missions with a mercenary NPC or adjusting the mobs’ HP according to the number of party members? A: Both suggestions are already being considered and have a chance of making it into the game sooner or later. Bugs and Testing Q: How do you test for bugs? How do you go about fixing bugs that you can’t recreate on the test server and only manifest on the live servers? A: We encounter many different types of bugs, from those that affect both the live and test servers, to those that only sometimes appear on the test server. In cases where it’s difficult for us to recreate the bug, the process of analyzing and fixing it often gets delayed. Q: When is Briquetting going to be fixed? A: We are very sorry for the trouble it’s causing. We are still investigating the cause of this bug and hope we can find a solution soon. Guild Upgrades and Guild Wars Q: Guild raids lack a lot of practicality and it’s currently too difficult to increase the level of our guilds. We need more motivation for investing Talt, and we wish we could get better reward items, like titles or decorations. Also, after you introduced neutrality, guild war contents are pretty much dead. Do you have any plans to take it back? A: We don’t really want to remove guild neutrality. We do want to improve on issues like delays, location errors, lag, etc. and create a better environment for PvP gameplay. The option for neutrality will remain, however. What would you ask the TOS devs if you had the chance to meet the team in person? Other Feedback and Complaints Q: Can you allow us to use TP to extract gems without a penalty? A: The value of gems varies a lot depending on their grade, so it’s not easy to put a TP price on it. We’ll try to think of ways to make this work. Q: There are so many problems with Sorcerer bats. If the Wugushi poisonous insect disappears, the Sorcerer summons disappear with it. You also can’t control the direction in which the summons attack. Not to mention the SP consumption is out of this world… A: We agree that these are issues that cause inconvenience for players, although we should clarify that the fact that you can’t control the direction of summon attacks is indeed an intended feature. Q: We wish it was easier to recognize lucky mobs… A: We will consider ways to make them more visible. Skill-related User Opinions 1) The damage of low-rank attack skills is too low. 2) We wish it was easier to view the amount of skill-related material items. It’s also very inconvenient to have to visit an NPC every time we need these skill materials. 3) One minute is way too short for buffs. The cooldown time for skills is also too long. 4) The pros and cons of skills should be more balanced. Some skills only have pros, which makes them disproportionally popular. 5) Make skill values a percentage instead of fixed numbers. Other User Opinions 1) It can be hard to tell where each of our items is when we have a lot of characters. 2) There’s too much competition for field bosses, which often leads to arguments between players. We wish there was more content we can enjoy together as allies. 3) Regular monsters use stun way too often, especially considering there’s no way for our characters to cancel it. 4) We wish there was a system that would allow us to “hire” NPCs. 5) If you aren’t going to allow us to trade silver, will you at least consider an alternative? This game has so many restrictions, it feels like an RPG from the ‘90s :( 6) Please increase the number of basic slots in the Team Storage. Also, we need a way to deal with the problem of being unable to retrieve silver from the Team Storage after our Token period ends. 7) So many beautiful fields in TOS are abandoned… I suggest you improve the effects of their Collections? 8) The fact that clicking on mouse mode controls both moving and attacking causes many unnecessary problems. Please separate the controls for these two actions. 9) Having Team Battles be 2:2 can cause a big gap between the participating characters. I think 3:3 would be a better option. We look forward to your reactions on the subjects we discussed in this Q&A, so do leave a comment and let us know what you think. And if you’re wondering, we are preparing another GM meetup soon in our Steam servers! We will make a separate announcement on it once we have the details, so keep an eye on the News page.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for February 21, 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.
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 are sorry to announce that there was a case of IP theft during the "The Art of Love" Fan Art Festival. We have removed the piece, which submitted by Tsun**** - "The Love on Fire!", from the game, the announcement and Facebook. The removal of the in-game image will require a small patch that should be applied via Steam's servers soon. All prizes will be deprived as stated in the Festival's policies and disclaimers section. See full details here. Policies and Disclaimers The creator of the material will hold the rights of the submitted work, however, by submitting the work, you agreed to have the material to be applied to in-game loading screens and posted on the forum to introduce the selected works. The images might undergo slight modification when applying them to the loading screen. The date of loading screen application shall be announced at a later date. The loading screen images are subject to change without prior notification. imcGAMES will not be held responsible for the plagiarized works submitted by a user. When plagiarism or IP theft is confirmed, we may retrieve all the benefits and the prize given to the user. You may not post materials that are sexually explicit, offensive to certain groups or generally inappropriate for the game’s T rating. Sincerely, IMC Staffs
Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EST) 21:30 - 22:00 February 14th, 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
Greetings, Saviors! We have had so many great submissions for the Fan Art Fest: The Art of Loving. We'd like to thank every one of participants and those who have supported this event through comments and likes as well. Now, after several rigorous internal voting sessions, we have selected 13 artworks that will be on the in-game loading screens. We would like to remind you that it was no easy task picking just a few from all the lovely artworks. So, if your submission was not selected, please don't be discouraged. The following is the list of artworks that are scheduled to be included in the loading screens after the Scheduled Maintenance of February 14, 2017. Winners will also be awarded the in-game title of 'Passionate Artist', and 300 TP during the maintenance period. Click on the forum name to visit the submission post. Be Mine ! by Hestia_newnew Timely Shipment by ninjinshiru Perhaps Love by PoetCat Be My Hanaming? by elinhime Tea of sweet hearts by Chichirita Necromantic! by Junkshed Prepare my choco-cake <3 by monsterrrous Valentine Flowers by frosting WiFi Love Connected! by momotea West Siauliai Lovers by windysama Rose for you by akizoneartist Hugging is Caring by Haetae