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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. Shivael

    Shivael Well-Known Member

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    Lack of actuall "party based" content.. Which essential in mmorpg game..

    Too much unnecessary mechanic that have lot of loophole which allow players to abuse hell out of it..

    Example : 100 mp combo system..

    Think about it, in a game where skill cooldown doesn't exist.. And for god damn reason the mechanic allowed the player to spam t4 skill (which supposed to be have higher mp cost) with only 1 bar mp, it basically killed off all lower tier skill..

    We talk about logic here.. In most game u still keep low level skill because it consume less mana and you can spam it or because it has less animation time, which good in maintain dps.

    BUT IN TORAM, low level skill only exist because..... (??????????????), honestly i dont know.. Yeah some ppl can said it used for proration and stuff, but it almost nearly useless for add some actuall damage or have some any significant use because the insane damage gap and effect between each skill tier.

    It good for some skill such as sword that low level skill actually provide some insane buff.. But what about other class?? Mage?

    This game also lack of debuffs.. While boss can debuff player like insane.. Player can't even have debuff bossed with significant effect or mostly the boss can just BUGGED hell out of it..

    It just my opinion... But i really think Toram biggest mistake happen because they actually failed implement a good skill tier system..
     
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  2. Amaymon

    Amaymon Well-Known Member

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    It would be great if Shield Bash generates additional aggro too. If I were a boss and someone keeps bashing me his/her shield I would be pretty pissed. My only concern is the proration. Nubs be like spam spam spam.


    Speaking of combo tags, I honestly want additional combo tags. As an example:
    「Omit」
    Description: Completely ignores the skill it is applied to. Skill won't be used at all, but the MP cost is still applies. Cannot be used consecutively.

    Can be used by long combo lovers. As example:
    Moeba-Arm Break(save)-Smoke Dust(omit)-Kairiki(cons)-Impact(cons)-Snipe(smite)-Finale(smite)
    Character will move as usual but will ignore Smoke Dust(but not its mp cost). Their staff needs more imagination.


    Aside from being able to start from beginning or adopt the latest chapter, we should also be able to choose which chapter we already finished to start instead when creating a character. Starting from scratch is not really that good because early chapters grants little exp for all the running. Not worth it.


    Need more magic variations. It's okay for magic to be slow and powerful and all, but how about Asobimo actually come up with fast, but weak to moderate damage magic skills. Too many physical dps in the game right now. Proration is completely f*cked 99% of the time unless someone in the party balances out the proration. If all goes well, slowly implement element-based magic which can/cannot be affected by equipments.
     
  3. 鼠NY Sewer Rat鼠 (藍焰)

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

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    一,二,三,四,二,二,三,四!
    Am I the only one who patiently wait for this game closure so that everyone won't rant about this game anymore! Or just simply whack the giant fat rat with red T-shirt then:cmonbruh:.
     
  4. Leonhardt

    Leonhardt Active Member

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    If accuracy directly affected critical hits, that if ones accuracy is low they should graze every time. This would immediately balance things, think about it if graze hits are even half crit damage every str crit build that hits for almost 1m or even over, their damage is instantly cut in half. No more 700k+ meteors, it's now 350k because you have no accuracy, no more 900k DTs it's now 450k because you have no accuracy, no more 2m CFs it's now 2m because you have accuracy (I'm a ohs main these and random numbers idk the actual damage of these classes)

    New player spina problems and boss growth go hand in hand if you make a new character and do main quest with all your +s double slot max atk fully loaded equips every boss is like wet toilet paper. The problem isnt bosses getting too strong to fast its players not getting enough spina to buy good equips to combat the growth rate of bosses. In my opinion there are 2 ways to fix this A being the easiest option and probably the worst option is to simply give spina from every monster you kill anywhere between 1x to 10x the monsters level which isnt even a lot from a level 9 monster that's 9 to 90 spina and a level 100 that's 100 to 1000 spina even tho it's not a lot it still raises the spina pool for everyone, and as we all know as the pool rises so do the items... While option B is to force players to make low tier equips. Not the easiest option but it is the best, if high tier players are forced to make low tier items to level new characters it could potentially create a market for beginners, mid, mid to high, and the current end game market we have the stays the same.
     
  5. Amaymon

    Amaymon Well-Known Member

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    Not that good. It would be better if the MQ-related equipment reward is actually useful unlike the useless armor we received at chapter 1. Something that helps new players get more HP and MP, but not good to the point that its stats outstrips those that are already existing items or the worst case, make wide-adjustment on all equipment stats. Rewarding them spina is a double-edge blade. This allows them to get equipments faster, but what happens if the inflation strikes again? The reward is fixed, but not the market prices.

    Also, people won't really give effort in making equipments. They're not gaining much from it. If Toram made proper countermeasures on bots and cheaters early on, Toram has a chance to be money making game for common players after they allow legit RMT. If that is the case, a player can actually earn money by making low tier equipments. I'm skipping a lot of details, but that's the summary.
     
    Last edited: Nov 10, 2019
  6. DRAGNiLL

    DRAGNiLL Well-Known Member

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    QwQ sorry I am such a noob that I didn't even understand what you all were shouting about haha ... But I do wish that Toram would actually do something about the weekly drop event T^T I didn't get any redibats from last event ... Wish they would at least give us some sort of quest or something like kill 1k radibats for it's Expensive crystal or something .... I wasted 7 hours still no luck at all even wasted lot of my resources for it's xtal ... Aren't weekly event supposed to drop xtals faster? Please asobimo don't just take my precious times for nothing at all ... It only inflicted pain and sadness to me ... No gain at all ....
     
  7. Rydalis Darx

    Rydalis Darx Well-Known Member

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    I've bolded one premise of your point because there is a fundamental problem with it.
    Why isn't bosses getting too strong a problem? I can understand lack of spina being a problem because I highlighted that in my points, but if we were to have an economy with a good way to get spina, bosses getting too strong would still be a problem.

    Every RPG has tiers of gameplay: early game, mid game, late game, etc. A lot of the time these tiers of gameplay scale with the main story of the game because to players that makes the most sense. When we look at the progression of gameplay in Toram with the main story, we can see that the difficulty curve spikes really hard around the mid game as if the game expected you to be much stronger with what they have given you. This can be because of Asobimo sends out story quests: in small updates with decently lengthy breaks in between. When you do that, players don't have much to do but become stronger and stronger. Asobimo seeing this has been giving out new quests with the standard that people will be getting stronger between these story updates.

    Now be a new player, you dont have the OP gears like a vet would and go through MQ nor do you have access to the same things as a vet making a new character would have (like t3 t4 skills). For example, Venena would be the first boss around lv150 you would fight, and you can see that the game ramps up as if they expect you to have t4 skills from then on when the game has not given you anywhere near enough support to be at that level just from normal main progression. Why? Because everyone at the time of that update WAS at that level.
     
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  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    Spina is fine as it is. Last thing we need is a bunch of bots flooding the economy with an even easier system to abuse.

    Money harder to get = less grinding time as 1 = 1 and not 0.01.

    Its not hard to take advantage of current events to earn spina.
     
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  9. Leonhardt

    Leonhardt Active Member

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    I dont forum enough to bold some text and I'm too lazy to cut out either.

    Asobimo has in fact done a lot like a lot to help new players, from adding boss difficulties ie easy to even buffing exp gain from monsters and bosses atleast 3 times if I remember correctly. Asobimo has done enough for new players, the major problem is that new players dont do for themselves, if you cant kill a boss, well I guess I need to complain to asobimo that your game is too hard or ask vet players to carry me, or maybe level up? Yes every RPG has tiers of gameplay and most basically hold your hand throughout the game giving you items and equips every other main or side quest, because level alone isnt enough to get by. Again the bosses being strong isnt the issue its players not getting proper equips to survive. When I fight venena nm to level the more and more parties I join the more I realize this, because time and time again I as a pure ohs user no sub weapon have taken all ranks over my pt of 2hs meteors, dts cfs etc. Not many people have even decent equips, and the times I'm beat out by dmg is from players with either equal equips and the stronger weapon, sometimes isnt a lot, or it's like I'm being carried by the toram 1% richest.

    Tldr new players not leveling themselves combined with not being able get decent equips is why the bosses are too "strong"
     
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  10. Rydalis Darx

    Rydalis Darx Well-Known Member

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    Now let us unravel this,
    Difficulty is games is fine, as long as you have indication of this. The best boss fight in Toram that I feel did the best job showing that it's gonna ramp up in difficulty is Roga. Roga does not kill in one hit, has movement patterns that can catch you off guard with time to react and adapt and provides a newer challenge for the player to learn with. It's hard but it's actually a fun difficulty spike for what the game provides you at the time.

    However, more of the later bosses fall into a difficulty type that is not fun or rewarding. There are even points where even your level and equipment dont matter and the game decides that it's fair to kill you outright. It's possible, but completely unfair to the players. In the eyes of a new player, who can level and get as much equipment as they think they need, they may have to sequence break to be even on par with the amount of critical hitting fractionals with perfect hit they cant evade in a sea of blue attacks that can also one shot you. This is a sore imbalance of the game.
     
  11. Kaisyl

    Kaisyl Elite Member Elite Member

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    Who else thinks that wave attacks should all do 1 dmg and just have unblockable ailments instead?
     
  12. Shivael

    Shivael Well-Known Member

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    This is what irony about Toram

    This game basically Iruna 2, but by adding tons of unnecessary mechanic which broke the game in end game content

    *iruna already have elemental skill but still add element weapon which create more diverse situations where player can utilize combination between fixed element skill and weapon based element skill

    *iruna have better multiplayer content which the guild maze thingy that have 50 player join in one go and have drop that actually usefull

    *healer actually work in that game even tho most dps can still solo'ed most of boss and spam the pots (sound familiar????)

    *they have fixed class system but for god damn reason have better diversity in build between player compare to this game


    I dont know what the case but maybe dev doesnt really think about game in long term scenario, which break the game everytime we have new update.

    But yeah *sarcastic tone* this game is a fashion game after all.. With all those fanservice skill that exist just for baiting all player to play this game only to feel disappointment because weak *ss skill in the end of the day.

    It the reality tho.. This game slowly and surely walk toward it own demise.
     
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  13. Leonhardt

    Leonhardt Active Member

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    Upon reading people wanting more magic skills and that one person saying there should be a new combo tag, I'm going to just say these overly ambitious ideas I've had for awhile...

    Combos and combo tags
    As I said before, combos upon activation should drain all mp from every skill to remove the brain dead impact> smite> finale ender spam, it's a broken mechanic that's constantly abused and I'm sad to say that I do it too.
    All current combo tags need to be removed because only 3 are used Consecutive, smite, and save sometimes swift. So here is my idea

    Auto Consecutive. Consecutive is automatically applied to the combo and damage is reduced by 5% per skill in the combo, including but not applying to the combo starter skill.
    Smite and save replacement +/-1. Increases or decreases the mp cost of the skill by 1 and damage by 10% maxing out by 5, if mp cost is negative the damage deduction is also applied to the next skill(s) and doubled.
    Finisher. The damage of the final skill is automatically increased by 20%
    Swift. Is fine the way it is.
    Tenacity. 1mp equals 10% hp (cast finale for instant suicide)
    Minds eye(new)(I bet yall forget this existed)using a skill that inflicts the same ailment on an enemy triples the damage of the skill instead.
    Precision Strike. Increases the accuracy and crit rate of a skill, if skill always crits negates graze.
    For buff skills / support trees
    Buff. applied to all Consecutive buff skills and combines them into 1 skill(animation of the first skill will be used) and a 0.3 second charge time per skill in the buff combo, and halves the Total mp cost of the "buff" skill.

    Magic fusion, combine skills to create a new one. The idea behind this was a quick simple way to create hundreds possibly thousands of new magic skills with current in game assets just edited, for easy and fast implementation to the game, by "multiplying" and "dividing" skills to create a new one

    Multiplying skills: magic arrows, magic javelin, magic Lance, magic wall, storm, and finale
    Dividing skills used to reduce mp cost in long complex magic spells and to invert skills to a supportive buff: imagic mpact, magic blast, and magic burst.
    Here are a few examples
    Magic barrage, by multiplying magic arrows by magic lance one casts magic barrage
    Spike floor, by multiplying magic arrows by magic wall one casts spike floor.
    Magic rain, by multiplying magic arrows by magic finale one casts magic rain.
    (To lazy to think further) a division example
    Mana zone, by dividing magic wall by magic impact one casts mana zone, a magic wall sized aoe that increases all stats of those in it by 5%
    ( as you can guess there are potentially a lot of skills that can be made from this system like a lot. I'm just to lazy to think of them.)
     
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  14. Amaymon

    Amaymon Well-Known Member

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    Easy mode exists for a reason... but seriously, it took me quite a while to realize it does until someone pointed it out back then. I feel like an idiot doing things the hard way(normal). No mercenaries back then, no T4 skills back then. I literally tried to read each bosses' pattern just to move on. Oh... I should add this to shame section. For the blue aoe spam, I can only think of two bosses: Inzanio and Venena. Inzanio spams more than a newbie does, and Venena uses blue AOE when someone went to bother her before pillars are dead.

    I've seen a similar concept before. Too bad I only found it in a novel XD For the combo tags, they do need to think more about it. Also since mages can easily get MP, I don't really mind them spending more in exchange for power. For physical attackers, AMPR exists for a reason. My only combo is 2-3 skills anyway for most direct & fastest execution, and that's not Impact base. I've grown too tired of it that my builds rarely contain Impact(and to maximize sp too). Also, you're right about the combo tags. Four are only used. There is also this issue that you can't have two active combo with same starter. Although it could be a headache when programming, applying something like a switch to freely change the combo during fight should be enough. I'm not talking about being able to edit combo, but changing which combo is active. Let the players mess up themselves during the fight:mvgame:
     
  15. Quit toram

    Quit toram Left. Elite Member

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    This has been made possible recently. Or are you talking about making a way to switch between combos faster?
     
  16. Amaymon

    Amaymon Well-Known Member

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    I was talking about two combo with same starter.
     
  17. HoboOnline

    HoboOnline Well-Known Member

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    Oh wow, so much feedback!
    I think I'll submit it at the beginning of next year! As they will be closing the office over Christmas.

    So keep up presenting your ideas! Then we'll spam them across all their social media and contact support >:D
     
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  18. Kaisyl

    Kaisyl Elite Member Elite Member

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    Main problems: Fix the combo system, Over reliance on WEAPON SPECIFIC skill trees and bad ranking system. That's the tl;dr.
     
  19. Odin

    Odin O.o hello? Anyone there? Elite Member

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    Ah Hobo, aint you good.

    Nice to see you again.
     
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  20. KamiKai

    KamiKai Well-Known Member

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    I dont understand why level requirements arent attached to equipments. It seems like a major design flaw that I can make a new lvl 1 char, and just throw on godly lategame gear. After your first character, it becomes way too easy to level up. And in top of that you get t4 skills and extra skill/stat points, making all newbie areas, items, gears useless for anyone whos done it once already.
     
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