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What mechanical additions do you think can fix/refresh Toram?

Discussion in 'Toram Online General Discussions' started by SquidInk, Oct 28, 2020.

  1. SquidInk

    SquidInk Member

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    SquidInk
    I recently talked in a status about overkill bonuses. The way overkill bonuses work in most games, is that new players cannot simply abuse them. The harder you grind, the more reward you get overtime. As it should be in many games. However toram could implement this without breaking the game's scale of availability (for rare items they should obviously be treated as such) I'd be happy to see Overkill in the game.

    In pvp we need to have a separate level cap. I play many games and a game I played a lot growing up was pokemon. There's essentially 2 ways to battle in pokemon. Unrestricted (so player account lv vs player account lv) and restricted for balance. (so all players set to certain level with certain stat growths based on hidden things) In toram I believe pvp should lower all players to level 50-100 or so and limit them to however many stat points they would have at that level.

    An auction system. simple. kinda gets rid of haggling by some means, but could easily ruin the economy if done wrong.

    Voice acting has been in the game's files and database since I started playing years ago. To this day the menu icons are STILL grayed out and the databases are still empty. Please add voie acting. heck, I even aspire to be a voice actor someday so shoot me a dm Mr. Suzuki :)

    Lasty, revamp pets please. I dont know a single soul that likes how raising pets in this game works. For the possible payoff, it can be far more tedious than raising a new character as a whole. The RNG decided factors such as rather or not pets can learn skills irritates our souls. I think what they could do is something like Pokemon, where different pets have different skill availability and/or stat growth based on SEPARATE factors not combined factors. For example, rather or not a pet can learn to heal the party should be decided by the nature, while the stat growth should be decided by the weapon type the pet is. Pet leveling is fine. Disciplining needs a revamp with some actual tutorials made by the game. Lots of players will discipline their pets all the way to 100% just so they can use them in battle and realize their pet cant learn skills now...guilty...


    anyways, what do you guys want?
     
  2. Kaisyl

    Kaisyl Elite Member Elite Member

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    What pet system?
     
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  3. RokuMLG

    RokuMLG Well-Known Member

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    They need to add another character height that is half as the lowest one right now so then I can have some lolis in my team.
     
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  4. Balugbog056

    Balugbog056 Well-Known Member

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    Butz'
    pet system should increase stamina (they easily exhaust in boss with mobs) and atleast pet have equipment at least 1 weapon + 1 armor (they easily died in ulti boss even high level/int/vit pet)
     
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  5. Akali097

    Akali097 Well-Known Member

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    月子
    Personally I'd want a Collection system, like the one added to CABAL Online last December(in PH at least). It'd give some value to items being regarded as trash, giving more Spina opportunities for everyone. Also increase the value of refinement items even more; equipments need to be at a certain refine level before it can be registered. For example…… 5 each of Venena Equipment at +B, Arrow and Dagger exempted. And there're separate lists for player crafted, NPC crafted, and boss drop…… XD

    And while we're on the refining subject, we need some changes too, like instead of relying solely on TEC, it should be tied to Smithing Proficiency too. Another thing we need is something like CABAL's Perfect Cores. They're very rare and very expensive, but they do what they're supposed to: make upgrading a breeze. Only dropped in late-game dungeons or craftable only by players with tons of $$$$$. Maybe make a Pelulu's Shop* that sells various valuable stuff, with limited stocks that refresh every month, and include that there…?

    Pelulu's Shop aside, what about an extra layer of upgrades for weapons, with the upgrades being done exclusively by NPCs in El Scaro, or maybe Hora Diomedea? Materials should be really rare too……

    Also, more Emblems. Boss Hunting emblems could be a nice addition, with 1,000,000 kill reward being a Crysta of that boss! :)

    Eternity Maze, aka Guild Maze, needs a revamp. Instead of mobs adapting to the attacker's level, they'd be at set levels. Like, levels being equal to the floor number. Of course, rewards should be increased proportional to Floor level. It'd create an actual reason for people to party up in the Maze.

    Improve Accuracy, Dodge, DEF and MDEF stats. Also give more weapon-exclusive stat bonuses, for example 2H also getting some HP, DEF and a very small amount of Physical Resistance from STR, Staff and Magic Device getting some Magic and Ailment Resistance from INT, Shields getting some Fractional Resistance, Knux also getting some Critical Rate from DEX. And while we're on it weapon and sub-weapon combination bonuses too……

    And lastly, Daily Material and EXP Quests. Quests that can only be done once per day, but pays relatively big rewards for minimum effort. It'd be a great way for players with busy schedules to keep up somehow, and lessen the grinding they'll have to withstand.

    *Totally not a rip-off of Fate/Grand Order's "Da Vinci Shop".
     
  6. SquidInk

    SquidInk Member

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    Unfortunately bemmo seems afraid of adding new emblems. They only remove the ones that get abused. Back in the day adding 100 friends could get you 15 or so orbs. Nowadays that emblem is gone. They removed the emblem, instead of removing the exploitability.
     
  7. Glaive™

    Glaive™ Well-Known Member

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    Revamp the element system and status ailments.

    inflicting status ailments on most bosses is pretty much useless (not bosses that you deal a certain ailment and your dmg is boosted by 300% or some nonsense) there's only so many skills that inflict certain ailments in bosses and even then the payoff for inflicting the ailment doesn't shift the battle in any way(most bosses shrug it off or the effect is so miniscule it's as if they weren't affected at all, so i say let every skill deal a ailment if the weapon itself has an element

    Being forced to have a matching element makes using mismatch elemental use non-existent. Of course having the advantage element to boost dmg should still be in effect but you should also have a special effect for just having an element in general.

    For example even if the boss your fighting is a water element and your using fire element(which isn't waters counter), there should be a special effect for each element.

    using a fire element sword and using buster blade, you wouldn't get the 25% element advantage boost, however you'd get a secondary dmg source because of burn dmg from having the element in the first place, say buster blade deals 100k you'd deal burn dmg that scales with the dmg the initial attack did, so let's say X% for 10 seconds that means for every second the target is under the status ailment of burn he's being inflicted X amount of dmg. Dmg % would scale off INT/DEX/STR(in order of greatest to least, this will be the case for every other element mentioned)

    Or say you used a dark element sword and the element itself granted lifesteal, % would be based off your VIT/STR stat

    or wind element granted paralysis that actually stopped the boss in it's tracks briefly and dealt aoe chain dmg in a small area every few seconds: say your fighting boss roga and you hit him with a skill like rush with the wind element, rush deals say 200k and now he's paralysed and stopping mid animation every 2seconds or so and every time he pauses he burst with a lighting effect that deals a portion of the initial dmg that chains to his goblin minions that enter a certain aoe range, however unlike fire element that does a similar effect the dmg is further diminished for each additional target that enters the range, for example hitting roga with an atk that does 200k will cause the additional lighting atk to deal 50% of the dmg so 100k if it's only 1 extra target, if theres 2 by the time the other pulse goes off the dmg is now split again and becomes 25% for each target and it continues to diminish as more enter. Strength of the chain lighting would scale off DEX/AGI.

    For water element you'd be able to inflict freeze, freeze wouldn't deal additional dmg but it would actually slow down the bosses animations by an amount that can be physically seen and noticed.youd also be granted a temporary movement speed increase. Strength of the speed boost is scaled off of INT/AGI

    Light element would grant Barriers for teammates in the users range every time an offensive skill is used every few seconds, and would absorb dmg from any direction. Say a tank has a light ele sword and uses meteor breaker, if you were inside say a 5m range when he used the skill you'd be surrounded by an orb that signified your under the users protective barrier that would absorb X amount of dmg and would disappear after Y amount of time. Strength of the barriers would scale off of INT/VIT

    Earth element would stop the enemy in their tracks while also boosting their teammates resistance if they're in range.
    When a boss is inflicted with stop they physically won't be able to move for X amount of time(depending on the boss) not none of that bullshit where it says you hit them with it but they're still moving like that shit didn't affect them. If your allies are within a certain range when an offensive skill is used their resistance is boosted by X amount for Y amount of seconds, the boost would scale with VIT.

    Another change would be the ability to dodge while in the middle of a combo, except it would only work after a skill is executed and the window would be before the next skill is executed, of course the window would be a lot greater for charge skills but instantaneous skills would require a lot more precise timing.

    With the combat stuff out of the way, we need more end game content, there's a lack of motivation to even play the game now because your only option is to either boss farm or talk with friends or try out the same builds over and over, there no miscellaneous tasks to even occupy your time with, there's a huge fishing dock in sofya city so why can't we go fishing for loot or spina? There's no lore books to read in the library, there's no games to play in the guild bar, you can't even replicate the feeling of actually being in a bar because you can't interact with anything, the dungeon system is boring and feels like a grindfest with no real payoff, and side quests+ rng drop rate+ miniscule rewards = a waste of time

    Overall the game rn is getting really stale for the veterans and them ignoring the current issues and only adding in more content isn't fixing it because once the new content is out after a month or two it gets stale again, they need to fix the core issues with what's making the game boring and put their full attention on that. i could care less about new skills and maps because i know what's gonna happen after some time passes.
     
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  8. SAM.

    SAM. Well-Known Member

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    For bots: a captcha. A literal normal captcha in replace of hunting bonus. For bosses, a low percentile chance of a captcha after the defeat of the boss.
     
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