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[It's Time] Operation "Make Toram Great again!

Discussion in 'Toram Online General Discussions' started by HoboOnline, Oct 28, 2019.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Natural regen stats are so incredibly useless in this game as a stat. Does nothing to contribute in combat, outside of it, its useless because pots exist....

    I agree, the devs need to play this game from a consumer view point.
     
  2. Komibii

    Komibii [TITLE] Elite Member

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    I can kinda maybe see where they're coming from. I plan on becoming a computer programmer, and I'll sit there and think "When I make games, I'm gonna make sure I play them so I actually know how what needs fixing.", but I don't actually know how difficult that would be, because programming can be time-consuming.
     
  3. ẜἸoωer

    ẜἸoωer Well-Known Member

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    More support for Support. Instead of removing auras upon hit give it the same condition as Minstrel buff skills.

    Allow players to set which party members can be Blessed with added bonus to heal. Similar mechanic to Nature's Wonder.

    Pet Revive Skill!!
     
  4. screamingfox

    screamingfox Well-Known Member

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    If you.
    1.) Don't want to see your family
    2.) Don't want to enjoy life outside the office
    3.) Don't want to take time away from the game that you are now drafting/coding/debugging.

    Go for it. Your going to be putting A LOT of time into whatever section your put in. Assuming you don't have marketing/shareholders breathing down your neck on how to make more money. (Assuming you even get to code directly for the game and aren't debugging or in another section, all important of course, but yeah.) o3ob
     
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  5. Komibii

    Komibii [TITLE] Elite Member

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    My plan was to work for a crappy mobile game company since a job there would probably be easy to find and pay decently for how simple the games are to make, and then at some point leave and make indie games. Of course, that's the dream, it's probably more complex.
     
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  6. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    Chain Cast should should last longer. make it usable for 3 spells, like Punish Ray.
    the reduction could be 75, 50 and 25%.
    it just doesn't look like a "chain" with just 1 link...

    Shield Bash and Shield Cannon feel redundant. once you have Shield Cannon, there is no reason to use Shield Bash anymore.
    maybe it should get a secondary effect.

    i think the mononofu skill tree is pretty well done, with each skill being unique and serving a specific purpose.
    the other skill trees should like this, too.
     
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  7. Rizer phoenix

    Rizer phoenix Well-Known Member

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    Hm..
    I’d like Daggers to have elements *^*)
    Since arrows for archers~
    So daggers for 1h-daggers, hlb-dagger builds etc, might help reduce dependence on elemental weapon..to an extent l guess?

    Aside from that fact ~
    All the ideas, the possibilities~?
    if this community joined together to make ‘Toram V 0.2’, u guys would probably make it better..do tell if anyone ever plans to xD

    But Toram is appreciated aswell~
    (Aside from all the... ‘an evil for better good’ these guys have pulled.....)
     
  8. Leonhardt

    Leonhardt Active Member

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    Regarding ranks. It should be removed and just show numeric statistical values of each members damage dealt, damage received, normal attacks hit, crit/graze, aggro time, number of taps, number of flinch, tumble, stun, heal amount, and number of buffs, while the "reward" should simply be the break reward items

    As said by Red_Fox
    "i think the mononofu skill tree is pretty well done, with each skill being unique and serving a specific purpose.
    the other skill trees should like this, too."
    Yes I 100% agree all skill trees need a balance of defensive, offensive, buff/support and tactical skills.
    Defensive skills being anything that either reduces or negates damage, like the mononofu skill that's slow and does an attack and if you get hit negates the dmg and recovers some mp
    Offensive skills being well dt meteor cf finale you get the point.
    Buff/support skills like warcry.
    Tactical skills like back step, shadow step, impact, kick. Skills used for an effect, player movement, or enemy control.
    Every weapon skill tree should have at least 1 skill for each of those categories
     
  9. Caithe

    Caithe Well-Known Member

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    i wanna talk about proration in this game
    honestly i dislike the proration because of this one thing, the fact that others (party member,etc) could affect your proration
    proration is unique trait for this game, i dont really want it to be removed
    so, my suggestion is to make proration only affect your character not others
    let me give example by bringing up katana
    asobimo design katana to be spammy and IMO theres 2 reasons why:
    first, the fact that tenryu buff is only 30 seconds and it have max of 4 stacks and when its 4 stacks the damage will increase greatly, this subconciously made player to not waste their buff because every second matter, but how they gonna do that? of course by spamming the hell of it
    and second, the garyou skill, they design this bursty skill by making it very strong if you have 10 stacks of garyou buff before you use it the power will increase greatly, and to obtain the garyou buff you need to use certain katana skills, and this once again will make people want to spam tenryu to get 10 stacks of garyou buff faster so they can do quick burst
    and when people are spamming their skills, high chance they wont even bother to do proration because they're in race with time (every second of the buff matter)
    now, all of this is very very polar opposite to what proration supposed to be, proration guides you to be more slower, to take your time to accumulate bonus damage, to avoid making other players at disadvantage (lowering their damage)
    as to why are they designing the katana to be that way is still not clear, maybe they dont know their own game? who knows
    so like i said before, if proration only affect your character, you dont have to worry about playstyle of other people, they can do whatever they want and it wont put you on a disadvantage, they can be spammy and decrease their own damage but others wont get affected
     
  10. PutuKarma

    PutuKarma Well-Known Member

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    Instead, i think it would be better if they decrease each monsters proration rates and decrease the proration limit into 1.8 or 1.5
    It will make skills more spammable but will increase the difficulty of gameplay since it will means lower damage thus making the kill time longer, and i think the reason many people blaming the spammer is because the range of proration multiplier are so damn wide, from 0.5 until 2.5, which means your highest damage will be around 3 times stronger than your lowest damage possibility.
    I still thinking that proration affecting whole party strategy is a unique thing from this game and changing it would mean the game become less attractive to players (at least for me)
     
  11. Quit toram

    Quit toram Left. Elite Member

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    The concept of proration is that monsters become more resistant to certain types of attacks. Making it separate for each player will just make the concept useless.

    But what are my thoughts on proration? TBH, I don't know what's better for it, to stay the way it is, or separate, or just unneeded. But if there was no proration, it'd be just another skill spam game.
     
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  12. Leonhardt

    Leonhardt Active Member

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    And decoy to impact>Insert dps skill here(smite)>finale(smite) is not skill spam? The game needs either a stamina system that decreases damage the lower it becomes or all skills need a cooldown
     
  13. Quit toram

    Quit toram Left. Elite Member

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    It's still spamming, but it's possible because Impact inflicts magic proration, neutralizing the combo. What needs nerfing is Decoy and Finale enders lmao

    Relying on the devs changing the basics of the game is definitely not the best option, cuz they'll magically find a way to mess up at least one thing.
     
  14. 鼠NY Sewer Rat鼠 (藍焰)

    鼠NY Sewer Rat鼠 (藍焰) Well-Known Member

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    Make impact have no proration (to avoid spam) and people who loves to spam skills and don't even bother to prorate like Tenryu Ransei will suffer more proration loss for each time they spam (-1 for the first cast, -3 for the second cast, -6 for the third cast, -10 for the 4th cast ) and when proration reached to minimum, the spammer will have 50% damage dealt penalty until they prorate again to the normal state (10 times) (I'm a katana main and I extremely hate users that spam it consecutively without prorating).
     
  15. Rydalis Darx

    Rydalis Darx Well-Known Member

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    I've been kinda holding off on actually writing stuff here, since I kinda knew that people would say a lot of what I want to say, but I'll add my two cents into this since I think I can contribute something as a Game Science and Design major.
    • Get rid of the ranking system, ranking is typically only used for leader boards and general prizes given out for achievements. In a game like this, having the ranking system only allows players to discriminate others.
    • Proration as a system is great, in my opinion, but the problem is that there is no variety. Since I know the game designers cant change that without making new skill trees, I propose that they either lower the significance of proration or have proration be separate between people.
    • The stats are severely lopsided in favor of STR and CRT builds. This is mainly due to the "Crit hits wont miss" design flaw. I propose that DEX and AGI give Accuracy at a rate that fits with boss evasion growth. While I know that the designers cant just drastically change what stats give without overhauling the system, they ARE allowed to buff stats since they would not lose any player-base for buffing stats. This actually brings up the fact that crit resist is probably the best balancing idea they ever had to counteract this, but it still doesn't fix the whole game.
    • Allow there to be more ways to generate money for newer players without having to rely on blacksmithing, at an amount that is reasonable for the time spent. In my opinion, ~100k per 100 turn in would be sufficient if people worked together on it, like with the MS quest before.
    • Skills are very physically oriented in a game that is designed to be class independent. Now, I understand it's easier to lift weapons that exist in reality than it is to have the creativity to create 6-7 magically oriented skill trees. However, for a game to be class independent, make more skills trees to help more builds (and mages are lacking on that) Plus, the idea of class independent game play is really hard to make. Bravely Default did that decently well, but every build will have a niche.
    • Bosses grow in strength too fast. For a new player, the bosses would rise in strength way too steep around the middle of the game and would become almost insufferably hard for them near Chapters 7 and beyond even in a party. This is probably the biggest change I would make.
    There are also a decent amount of nitpicky stuff I can propose, but these are the most systematic problems I can think of right now in game. If you want another post will all my smaller nitpicks I can do that too.
     
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  16. Quit toram

    Quit toram Left. Elite Member

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    The game is too easy to bot, which is why there's always spina coming from the Zoktzda bots. The main issue with your idea, is that almost all players will do this quest for ez spani, not just newbies. Not to mention the higher leveled players will complete the quest much faster. It would cause inflation, so in the end the spina is worth so little, and the newbies will barely gain anything from it.

    I don't think there's a way to provide a reliable source of spani for newbies, without it being abused by "veterans" and possibly causing inflation.
     
  17. Rydalis Darx

    Rydalis Darx Well-Known Member

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    Those are not issues that can be systematically dealt with easily and thus extremely hard on the developers side to deal with, let alone the player side. I do understand your point, however, making a good spina fountain is still necessary for a good working game. The problem with not having it is that there would be an extremely steep curve for newer players to climb to get to where everyone expects them to be. I would set quest limits on certain quests so spina quests can't be abused, but there's another can of worms with that idea. The best thing for an economy is to balance money being generated with money being destroyed.

    The botting problem is something you can't exactly deal with completely since no matter what people will do it, it's on both the community and the developers to weed them out. Toram has been doing a sub-par job at it, but it's better than nothing.
     
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  18. Helixx

    Helixx Well-Known Member

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    -complete rework on hunter and priest skill tree. why keep releasing new skill tree but ignoring existing skill tree.

    -all tier 1 and 2 skill should do normal proration at lvl 10. some t1/t2 skill have decent effect, but we can't utilise it because of proration.

    -add new skill that add magic crit. or maybe rework chain cast from reduce cast time to increase magic crit.
     
  19. Odin

    Odin O.o hello? Anyone there? Elite Member

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    Add more variety around XP gain. Ideas include.

    Item hand in quests to get you from 150-170 170-185 and 185-200.

    Same again for other mob kill quests (I'm asking foe a decent xp reward upon completion here).

    Potentially a boss arena type style place similar to the last event (but) limited to only single player (and pet). As you get through each boss, you get higher xp gain each round and it's purely for spina and xp. By doing this, people who play solo can enjoy levelling (albeit slower) and not have to rely on only joining PT at Venena.
     
  20. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    the combo tag Tenacity should not reduce the skill damage. it already consumes hp.
    as it is now, it's just worse variant of Consecutive.

    Guild Maze is boring. there should be at least 1 chest on each floor to encourage exploration.
    the monsters that appear should match the theme of the floor. encountering the same fire and stone monsters from the manor area in the ocean area is weird.
    maybe add some unique monsters like Maze Guardian or Shadow Of An Adventurer, which drop unique items (other than coins).
     
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