Information: Korean MMO designed by the same creator as Ragnarok Online. In case anyone didn't know RO was one of the largest award winning MMOs created in Asia. It has touched roughly 40 million players and is still played by 7.5 million players in Korea. It featured a number of unique design such as castle sieges, equipment slotting with cards, and large variety of classes. There is a 'official' sequel from the company called Rangarok Online 2 which was ported unsuccessfully to a 3D environment. Tree of Savior is a rebirth and modernization of the orginal game while staying true to the look and design. Quick List: There are 80 available classes. Some of the classes are hidden and hard to get due to certain requirements. There are 10 stages of class advancements. There are said to be over 200 bosses on launch. Some of the available stats are Attack Power, Critical Chance, Dodge, Magic Defense, Elemental Resists, Damage and more. It focuses more on collecting and leveling up system than the questing system and scenario missions. Players can compete with each other without PvP'ing due to the achievement, rating, and ranking system. For example, if there is a player with very good equipment they will show up in the ranking charts as the most damage chart. There are some players who like exploring, they can then place their name on the adventure board ranking. The maps will be large. Apparently, really large. Here is a screenshot of one showing the scale. Bosses range from raid, field, and dungeon bosses. Non target based combat. Your character can jump! There is a Community System where anyone can join whenever they want. If you walk close to a certain a person out on the field, you will automatically form a party with them. If they walk too far the party will be disbanded. (I assume this feature is optional.) The party system should make it easier for players to form a party without having to navigate through the UI. Chatlog with timestamp system and a save feature. Multi chatting system similar to KakaoTalk or Line. Offers a chance for lower levels to join on raid content. A matchmaking system for the raid content will be available. An item and player ranking system that shows off all kinds of details. Damage board, Achievements, Adventure Log, Level, Classes, and etc. It will even show how many female and male characters are playing. Lots of emotes and actions. It will show a rating on how players are enjoying the game. (Community Feedback System?) The game still does not have a publisher. The game testing begins in February and is therefor expected to make a big impact at G-Star 2014. Sources: Steparu - http://steparu.com/previews/mmo-rpg-previews/1455-tree-of-savior-online-preview?showall=&start=1 MMOCulture - http://www.mmoculture.com/2013/11/t...ame-details-revealed-for-spiritual-ro-sequel/
The game has entered and finished its 3rd FGT in Korea. Also a number of leaked videos have been released. SoundTeMP has been confirmed for the background music in the game.
Blog Post: http://blog.treeofsavior.com/ English Translation: Hi everyone! Semi-fluent Korean speaker here Some paraphrased translations for you guys. Although I'm a native speaker, I don't play video games in Korean, so I may be mistranslating some of the video game terms. My notes are in brackets. I'm sure others have translated more fluently elsewhere on the web, but if you want something quick, here you go. 1. Is this game an MMORPG? You can meet many users in fields and cities, and if you go to the same location at the same time, you go through the same events. [Sounds like it's talking about instance-based dungeons] Important scenario advancing scenes will temporarily isolate users so others don't get bothered, so that's why the game could have looked like an MO, but most of the field and dungeon has MMO mechanics. 2. Is this game keyboard play? You can't play with a mouse? TOS requires some action play. Timing, location, direction are very important. Z is attack, x is jump, and because it's difficult to follow the movement with the mouse, we decided not to use it. Currently testing if you can use a gaming pad [I think controller?]. 3. Is the gender locked to my real gender? [Korean websites require registration with a KSSN, which has all of your information, so by default they know your real gender.] No, you can choose freely. 4. What classes exist? When you first begin, you can choose between warrior, magician, archer, and priest. ... Each class has its own skills you can choose from ... If you start as wizard, you can go to pyromancer or cryomancer, or you can choose neither. [I'm not really understanding this next part. It's talking about a mechanic with circles, which is what the screenshot is showing. Somebody more fluent than me needs to clarify this...] 5. Are the maps zoned, or seamless? [Remember RO maps were zoned, we had to go through portals] A method of zoning that we think suits the game. 6. How can you customize avatar? You can obtain appearance of different classes, or you can continue with appearance of your own class.There's also costumes that have nothing to do with your class. There are accessories you can wear on your heads , and as you can see weapons and shields are also displayed differently. 7. PVP? No random field PVP, but planning on tournaments. Can enter alone or in parties. 8. IS this game centered on quests? Many segments have quests, there also free quests separate from the main scenario. Depending on how players enjoy the game, there can be different methods. Your progress will be tracked on an adventure journal that would track your achievements 9. When does this game open? Hm. This is the question we hear most often. In Feb, we had FGT and updated our schedule on that. Aiming for the summer for the first CBT. 10. What are the specs? Still optimizing, but the aim is to be able to use it on an Ultrabook laptop. If you send us more questions you are curious about, we will post more questions and answers in part 2.
I been alright. I been on that fighting game life. I don't know if i'm "back". Nothing else interests me that's out for MMO's. I'm going to give JP B&S a chance, but overall waiting for ToS. I see you been ranking up here while I been away. :3
Not interested in Archeage at all? Played KR B&S was fun (great combat system) but it didn't feel like it would have lasting power at the end of the linear tunnel. ToS looks wonderful; thought I still think it is awhile off sadly. You playing P4:Arena, Blazblue, anything else at the moment? I been thinking about picking up the new guilty gear when it releases but that depends on a bunch of stuff (like time). Eh, ranking up here and there. I don't play much anymore but I have quite of bit of time for forums while I am at work so it is a good fit. PS: We should play ToS together. Nom nom.
No interest in Archeage. I watched a stream of it and while the game looked decent, it looked dated with nothing appealing to me in art style. I haven't touched B&S yet so I want to give it a spin at least once. I'm currently playing Blazblue Chrono Phantasma v1.1. Waiting on Under Night In-Birth Exe:Late which comes out July 24th. Persona 4 Arena 2 isn't till August 28. I'm under NDA with Guilty Gear Xrd but don't expect it till way late in the year before holidays. Sure i'll play ToS with ya, even if XoO doesn't pick it up. Jesus that screenshot...
Key: Interviewer TOS It’s already getting close to 5 month since the G-star announcement and the popularity is continuing to build up. The popularity is giving us both pressure and energy. We are trying our best to release it quickly. So you’ve had your first FGT during February. What kind of feedback did you receive? We got suggestions to work with balance between jobs, the quest line, the difficulty of the game, some builds of classes, the intuitiveness of the UI, etc. We get positive feedback like, “Overall, it is an enjoyable and happy game” and “I’ll definitely play when I get my next chance”. However, because the FGT only worked with a small amount of people, we mainly focused on first impression and content suggestions, therefore the game had no massively multiplayer environment yet. We will focus on the massively multiplayer environment during the upcoming summer CBT. Image1 [▲Released very first by Inven, this is the screenshot for the newest build of TOS ①] Is there anything especially different in the direction of game development after FGT? We are improving methods to make the game more beginner-friendly and we are also focused on balancing monsters and items using consumer feedback as the basis of the changes. There were a lot of gamers who mentioned Ragnarok or Arcturus after look at TOS. The focus was to give the feel of a classic game, but not make it vintage looking, so it can fit in the current trend. Ultimately, we focused on making the manually drawn graphic style stand out over graphic driver generated graphics as much as we could. The design is oriented around fairytale like theme by manipulating the shape of the environment around the game, and the current TOS build is the result. We are currently preparing a way to introduce the graphic concept in detail through the TOS developer blog, so please wait a little while for more information. Ragnarok and Arcturus are products of different companies, so it has no relations with TOS. TOS’s art director is Magi (An Jung Won), who has been working with our company since Grand Espada. Image2 Image2 [▲TOS’s graphics] Has the game engine been developed by the company? The game engine is an engine we have been building up on from the times of Grand Espada which has been customized to specify in 2d character presentation and presenting pictorial emotions. If we disregard the graphics part of the engine, overall, it is the same as the engine of our other new title, “Wolf Knights”. [▲Screenshot of Wolfknights which uses the same game engine.] After looking at the video released at G-star, the sound really left an impression on me. I got the feeling it was really well suited for the game. We would like to know who was behind the development. GwakDongIl, who has in the past worked in SoundTeMP team and also in the S.F.A team in Grand Espada has joined imcgames and is uniting the sound directing. Other than that, SoundTeMP team, Esti, Questrosound, KimJunSung, and other various artists who has worked with many different titles in the past, are also in the sound directing. Not only that, but we also have new, international artists joining in the sound development of TOS as well. In Grand Espada the sound concept was Euro-Trans, while before that, it was Electronic-Pop, so now we want to try a crossover between these genres and classical music. For more detail please wait until release and hear it for yourselves. ▶Related Interview: 게임음악의 대명사, SoundTeMP 전 멤버 곽동일,장성운,박진배를 만나다 You revealed that CBT1 was aimed to be this summer, but we would like to know just how close you are from this goal. If we look at it purely from the contents point of view, it is already ready for CBT but because of the, not yet refined, interface or system, and the balancing of skills within classes, we need more time before we can hold the CBT. Overall, a good estimate would be that it is 70% of the way done. How far has the movement been developed? We have been informed it will have 8 directional movement and jumping but will there be things like running of dashing systems? In the prototype version, we had 8directional movement and a sprint key, but there were responses saying “We are already going to run all the time anyways so it only hurts our fingers to hold down the one button continuously”, so we made it so that the player is always running, unless his/her stamina reaches zero, in which case you walk. Dash are only available to specific classes. Image5 [▲TOS’s basic controls] After looking at the screenshots, we saw a ‘campfire’. What’s the use of it? We have made a “Resting Mode” in which you can do non-combat related activities. This will be more talked about in a future update. Image6 [▲A Resting Mode exists that is separated from combat] We are curious at how character customizing is implemented. Complete free character style customization is too difficult. Currently, it is limited to Class, Sex and Hairstyle, but we are also looking into eye color customization. In the previous video we also saw glimpses of a crafting system. Could you briefly go over how it works? The crafting system which all classes can use equally, starts off with obtaining a recipe. After obtaining it and using it, it will get permanently recorded into you Adventure Log and you will be able to craft it from then on. Some recipes can even be taught to others. Crafting is possible only after you have collected all the material that is stated in the recipe. As mentioned above, crafting will only be available when you are in Rest Mode, they make take seconds, minutes or even 10s of minutes to complete. Approximately how big is the TOS world size? The goal for OBT is a total of at least 200 regions with 3 cities. We have already been informed with some of the head accessories that are in the game, but how many different types of these are there for each area of accessory slots? There are currently about 50 of the costume accessories which have nothing to do with ability. There will be much more released before OBT. Image7 [▲Crown, Headband, Rabbit Ears, etc. The Head Accessories have already been displayed] If we look at the class composition, it is really obviously separated into tanker, healer and dealer classes, but will the party system also be separated like this? Or will dungeons still be do-able, even without being matched with specific classes? The Combat system is still within development and balancing stages so it will be talked about after or during CBT. The part where we could see the spectators’ messages in the tournament really stood out. What’s the incentive behind this? Players who are waiting for their next match, or are simply there to spectate some matches, are able to do so by looking through the perspective of player within the arena. When they talk during this spectating time, the text will be blotted all over the screen, as if to recreate the scene of a real coliseum, where people are shouting from all sides of the arena, which makes it more fun. There might have been people who have already noticed it, but we were inspired while browsing a famous Japanese video site. If you look at the Adventure Log, you can see the Adventure Score. Why was this created and what can you get by advancing in this? When the game opens, there’ll be players who finish the tutorial and get straight onto grinding their characters. However, there are also the types of players who like to find every little secret within the game. The Adventure Score is made for the latter type of players, as it can’t be advanced by only grinding monsters. The Adventure Score records things like the variety of items collected, how well you have explored every map, how many quests you have completed (even the secret ones) and you can compare these with other players to build up a ranking system. Also, some classes and advancements require a perquisite of a certain amount of adventure score to unlock. Image8 [▲ Released very first by Inven, this is the screenshot for the newest build of TOS ②] When you look at the games style, it feels like it will fit community style or life simulation type content. What type of content do you have prepared? It is very hard to predict what type of community the game will have. Thus, we will use the CBT and future CBT like tests and evaluate the requests from the users during that time and the pattern of the community to create the proper answer the community wants and continually add content like this. So, you have recently opened a new TOS blog and revealed a lot of information. When will we get to see more information? We are planning to diligently update the facebook page and development blog as we get more questions from the community and development results but right now, the updates will be random. You have revealed that you will do your first CBT this summer but how much content are you going to showcase? The first CBT will primarily focus on finding problems with massive population on the game so there will be certain limits within the game. We are planning to have about 2 weeks of game play time available in the test.
Works fine for myself; Are you at work? The images are from a .kr host which may be blocked by your filters. Nevermind. Just got blocked on my connection as well ~ I'll rehost. Edit: Done.
QUESTIONS AND ANSWERS ABOUT TOS #3 http://blog.treeofsavior.com/en/?p=104 Yay ME Priests are back \ o/
LET’S LISTEN DIRECTLY FROM OUR DEVELOPER – ART DIRECTOR MAGGI http://blog.treeofsavior.com/en/?p=134 QUESTIONS AND ANSWERS ABOUT TOS #5 http://blog.treeofsavior.com/en/?p=151
Interesting about the support skills. I feel like support has been dying down in a lot of MMOs. Also that Ice Wall reminds me of MVPing behind Ice Walls which was fun and horrifying when they broke or didn't work.
80 classes. My god. I imagine some of those are crafting like the Fletcher but my goodness I am excited to play this game. Plus Monk < 3
QUESTIONS AND ANSWERS ABOUT TOS #7 http://blog.treeofsavior.com/en/?p=180 The video is so fucking good. The Necro summon looks amazing : D
QUESTIONS AND ANSWERS ABOUT TOS #8 http://blog.treeofsavior.com/en/?p=202 QUESTIONS AND ANSWERS ABOUT TOS #9 http://blog.treeofsavior.com/en/?p=213