Tree of Savior Forum

EXP Rate lower than KR version

Actually We are on 1x

They are testing 3X on korean servers

It’s not that we have ‘‘super low rate’’ korean beta got their exp rate increased to test.

The 3x rates are not 24\7

That was a 1 day thing.

This isn’t low rate, this is damn near unplayable rate. I played grindy game (I played Maple during launch) but this isn’t grindy its just unreasonable as can be. The area your expected to grind at are so much higher lvl than you and stronger but the exp they give is still crap.

So my question is wtf are they testing? If this was like Korean alpha I can understand but they already gone through many beta phase, this was already an issue on the Korean server and was fixed so the IS IT NOT FIXED HERE? I really like to know wtf is going for this kinda of issue to exist. I can already see good half of the population or more giving up around lvl 27 because its just not fun anymore when 1 kill net you so little exp compare to everything pretty much killing you in 5s. Not exactly a great way to have most of your tester quit coz they made exp insanely retarded.

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Is our rates slow or are their rates fast? Personally It seemed way too fast on the KRCBT to me, matter of preference I suppose.
The up this Too bad, this very different from KR.
Even if it were to try to start with a low lvl so not like the community

Interesting. I do find I’m hitting a wall at mid 20s already. I get where people are coming from both sides. I’d like an experience that is not too grindy but at the same time I don’t want to hit max so quickly. There has to be a nice balance. This is a beta test, so perhaps they are just testing different rates. I guess I’ll cast my vote and say I think I’d like a slight increase in exp gained compared to the current rates.

Edit: I’m still stuck at level 25; leveling hit a huge wall. I’m leveling in places that are 10-15 levels above mine yet don’t seem to give good exp, even the quests don’t. I don’t think this experience is good enough and needs a big boost. At least from my experience at these levels.

Actually it was still 3x yesterday. I was there happily grinding and blue mobs give 5x levels xD

The highest level map in game now is level 500. So yeah. You won’t be reaching max anytime soon lol but i will CERTAINLY enjoy more exp boost. :stuck_out_tongue:

Yeah that event was yesterday(ish), it was a whole 24 hours.
I believe they’re planning on more exp events (especially because of extended maint)

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Oooh sorry read wrongly. I saw 1st day instead of 1 day. My bad! XD

dude your point is wrong…we are supposed to test out all the possible bugs from all the in-game area. If leveling is so slow, it will be impossible for us to reach high enough level to test high level area.

Imo that’s good the exp rate is lower :grin:

I don’t understand why the exp rate is lowered, I’m finding myself extremely out leveled by my quests very fast.

You don’t necessarily need to reach high levels to test out a lot of bugs in the game. A lot of games design later content from previous content. You will notice that even MMOs like WoW, recycle old mechanics/scripting. If you discover an error in a lower level monster mechanic/scripting or one in level design, everything that uses that same scripting later on will also be affected and so when you fix these issues, you fix a ton of things that are also based on that same script later on in the game.

From my speculation, the exp rates are probably differed so we have the most grindest players working out quest bugs and mechanics only introduced in the higher levels, while the other test subject group, us, work out earlier mechanics found in lower level content.

This way, we have one test group heavily testing the upper levels, while another test group heavily tests low level content, both of which are equally important.

There would be no one testing out lower lvl tier content if we all blitzed out of the low level range in 10 minutes. Some of these bugs took several mins to hours to notice. You wouldn’t notice low level bugs if you blitzed thru everything.

It’s funny now that the XP is so low and that I’m mostly in the same areas, I don’t really have any more bugs to report except for the ones that I did.

Also man today this strange lag, I have to log out and come back to discover my 7 gems lost… since I died and it resurrected me…

Played at leaar 4 hours yesterday and got to 24 i think? I think if this was a 99 lv game it would be a good exp rate. Being a 500 lv game it’s so low everyone would die of boredom before reaching lv 100.

Let’s get one thing straight here: people who want to rush through the game will rush through the game regardless; we’ve got people here asking about where they need to go grind at level 100—TWO DAYS OUT. Meanwhile, there are people with only one character just now making it to level 20. Not everyone has the time to make a full-time commitment to this game. What about those of us with full-time jobs, families, friends and other obligations? For a game where the maximum level is well into the hundreds, this amount of grind and RNG is enough to restrict it to niche status—not even Steam would be able to help it.

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The points you bring are garbage. You have real life obligations, so make it more casual? Its this thought process that brought the downfall of the MMO genre and lackluster carbon copy-paste trash games. So what if there’s a guy that’s level 20 and another that’s 100? Should the level 20 have LESS fun because there’s a couple other guys way ahead of him?

NO.

The fun should start from level 1. Period. NOT Max Level / End-Game. This concept has greatly diminished what a MMO is supposed to be, and it’s the main reason so many are hyped off RO nostalgia.

I have to laugh at the concept of MMOs catering to people with “real life obligations” so they can keep up with “no lifers” because if it actually worked, we wouldn’t all be at this forum dying for something new, would we?

Lose the concept of “Omg I have 3 kids, a 9 to 5 job and a real life so let me keep up with the basement dwellers plz”

Instead you should be saying, “okay max level is gonna take me a year or so to pull off at this rate, what fun can be had during this time?”

If those people wan’t to spend 12 hours a day playing a video game, they should be rewarded for it, by being further along and stronger than the average player who plays 2-3 hours a day.

And TBH it’s those that rush to max level that get super burnt out of the game anyway. Regardless, your fun should not be determined on whether or not someone plays more than you and can progress faster.

If your argument is the grind is boring because of lack of skills, places to grind, variety or whatever then I can see your point.
Your argument should be whether or not the grind is fun for you… But no, you basically want everyone to be on an even field because you specially don’t have enough time to invest. We have WoW for that…

I agree the exp rate can be boosted slightly for the early part of the game but I have no complaints if it doesn’t.

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I think your reading comprehension needs some help, friend. You’ve got your one and only argument laid out on incorrect assumptions. I never once said—or even implied—in my post that anyone’s fun should be affected by how fast the next person progresses through content, nor did I mention anything about an end game. In fact, that whole argument stemmed from your vehement claim that “fast EXP rates allow players to rush through each zone like a race.”

When I mentioned that there are people already confused with what they should be doing at level 100, I was supporting the statement that people who want to rush content will rush that content. Experience rates will only mean anything to the people consuming content at a normal pace. When I stated that the grind is disproportionate to the maximum amount of levels I was making an observation. And now you claim that the fun should start at level 1, but “fun” is subjective, neither you nor anyone else can tell a person what and when they’ll find fun. Although, ironically enough, your first comment implies that you concerned yourself and your level of enjoyment with how quickly other people are able to level.

I won’t argue your primitive, limited thoughts on MMO direction, nor will I go into any secondary details regarding the game systems since you’ve already mentioned them (lack of skills, linearity, variety).

But when a good deal of systems and classes are locked behind progression walls that require you to level up in order to have access to them it can detract from the enjoyment. Especially when you take into consideration those design choices that you’ve mentioned. People who only play for certain aspects of the game (whether it be a mechanic only available to later levels, or a certain class in a far-off rank) and do this with limited time (obligations and such) will lose interest and will drop the game. And for them, fun doesn’t start until they meet those goals. What IMC should be focusing on is making all modes of leveling somewhat viable, and—most importantly—doable in the long term. The first step is with increasing rates across the board.

All of your other “points,” however, are moot and inconsequential.

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