Tree of Savior Forum

EXP Rates explained

I think that the XP should be a bit lower than in the Korean (final) version. Western gaming culture is different, and people here don’t like grinding as much as the Koreans do.

Personally, I wouldn’t mind the current system (in fact I’d prefer it), but I want the game to be successful on a large scale, and for that it has to appeal to casual players who want to be able to experience progression on their characters on a limited time budget.

Not everyone is a hardcore gamer and has a lot of time on his/her hands. The final levels will be extremely hardcore anyway, because of the exponential XP scaling.

Probably using Peltasta’s mass taunting skill to make it more efficient to lure in large group of enemies as he mow them down (and Stab/Slash weak enemies are usually what most people grind on)

Highest lvl was 102 or 105 I guess.

can you fanboi stop bringing up the damn “i want to max Lv in a week” ? nobody asks for that it’s just your imagination to defense this bad grindfest

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Keep in mind that on the official game you’re gonna have to climb at least 500/600 levels and that it’s not gonna be linear progression soooo … I think in all honesty that exp rates are fine as they are, just need a little tweaking so that it’s a littble bit more smooth in the early levels.

I KNEW IT!

[Suggestion] They should use Google translate and get an US Citizen or someone British who can translate both from English to Korean and Korean to English!
j/k j/k it’s because coding is a 3rd language that keeps us from playing the awesome Korean and Japanese games.

When you stop with the Donald Trump attitude of “you’re with me or I name call you” then maybe people will stop treating you in that same manner of “you must hate the grind cuz you wan max level asap”

Try Playing a Different class, like Cleric, i’m pretty sure you went to those OP 1Hit Swordsman that does overkill, and NO life it for 2 days to reach

and btw if you read the post and theorize, the Post explains why leveling at 1~10 was fast while trying to get to higher level wasn’t cause the EXP wasn’t scaling

We did it for several days though, tried to explain our thought in a very logical and respectable manner (at least I tried to) but you guys have kept that ■■■■ up from the very first day till today.

Sorry if you are part of it but, what’s wrong with todays generation is that they want everything in their hands. A MMO where you can reach end game in a weak. Todays example: MS, Trickster(when it was available), RO(now days),etc. Now its like chewing a piece of gum. when the flavor runs off, what do you do? Trow it away. So its probably spoiled brats that are ruining the game. This one has potential, don’t &$()& up. I’m married, have two jobs, US ARMY/Nurse and i still play games 5 to 8 hours during the week and if i have the time, more during the weekends. Dont ruind my piece of gum that will last me more than a week. Thanks.:yum:

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I’m not choosing anyone’s side here but it’s funny that you think every opinion besides your own is wrong.

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I was not there to debate on it (playing beta) so I don’t know how it was like or what arguments were there.

However, the few arguments I saw recently, in my opinion at least, went against the design of the game so it feels like they demand the game sacrifice itself to appease them.
Some of the ones I recall:

  1. Appeal to wider audience - ToS is a niche game, it offers thing certain group of audience wants and it doesn’t plan to appeal to bigger audience (or rather, it can’t without sacrificing its niche audience). Before anyone says “but niche games = small market = don’t sell” <- that last part is often…wrong, don’t sell and don’t make profit are different. You don’t need to ALL THE MONEY to be successful (see Demons’ Souls vs AAA games that sold millions but ‘failed’)
    Can the game be polished more? Probably, but appealing to more people is probably not the direction it want/need to go.

  2. Delay the grind until later - in my opinion, that will simply cause a bigger backlash when people finally hit the grind. I also think people wanting to reach high level fast are all…rushing too much? Like all they care about his level/class level and none of the positive option that only come with grinding (rare drops) seem to occurs to them.
    I mean, the initial grind point, the Mine, have Vubbe Fighter Gloves that is unlikely to be discovered if you simply rush past it (and the stat on it is strong enough to be used waaaaaaaay later into the game)
    The sort of ‘no real content until late game’ MMOs have given players this mindset that…hmm…hate on anything pre-cap?
    The quick rush to cap also means that you ends up having fresh faces thrown into the same challenge level that they expect more veteran players to do, and that lead to the sort of elitist vs scrubs community split (or at least it’s how I felt when I played TERA, I either finds the majority of random group being really bad at their classes, or I have to find guild to actually do make any progress because the starter gear is too weak for unorganized groups and there’s no other means of progress)

  3. But KR server!!! - Even the staff have said KR exp is something else because they’re testing different thing than us. And this is in hindsight but we have that thread on how there’s still incomplete content for us. There’s also various other difference they have to adjust to between international and KR version (for example, KR have one of the best internet in the world, so any issues related to lag probably never occurred to KR testers)

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I don’t understand this argument. How does time or skill have anything to do with it?
You still get to experience the same kind of things like people with lots of free time, just much slower.
If this was a competetive game I could understand that you feel bad about being a disadvantage for having less time, but leveling isn’t about competition.

Please explain to me how leveling slowly is less fun to you. No really, I mean it.
SOMEONE please explain to me how time is a factor in this discussion. In the end we all get to have the same amount of playtime, just distributed differently.

Nobody is prompting you to keep up with people who have lots of time.

Grinding can be really frustrating if you are not seeing any worthwhile progress. It kinda sucks when you realize that after spending 2 hours at the same spot, killing the same stuff with the same skills, you only filled like 20% of your exp bar at level 30 and that’s the best you will get.

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I love how these threads just keep progressively getting worse and all the strawmanning and slippery slope using fanatics only increase in number. What do you guys think people want when they say increased rates or a slightly smoother leveling curve? I’m curious because I still don’t see how a slight boost to EXP makes the game completely unrecognizable or instantly turns it into WoW.
They already confirmed the rates were low to keep people in testing zones so they most likely will be adjusted but for anyone who experienced iCBT they’re criticisms are still valid.

At this point both sides are kinda far from what they were during the first few days when people actually had the patience to make their criticisms as detailed as possible only to get hit with the same vapid dismissals over and over

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You’re right, you don’t understand, it seems to be a trend from players who actually like the current exp rates.
This is not about competing for the highest level, or feeling like we have some disadvantage against players who have way more free time than us, its about feeling like we are making progress at a decent pace during the limited time we get to play, and feeling like we have a chance to actually play through a majority of the game’s content instead of being stuck at the early stages for much longer than we should be. This is the main reason i quit most mmorpgs within a week after installing them, i’m not a robot designed to do tedious crap like killing the same monster 10,000+ times for 1 level up, when i play any video game i want to know my time is being well spent through consistent progress, or through fun challenges.

The problem with UpScaling the Rate… is that the people wanting faster leveling will probably just complain on Higher levels lets say 90 over the same thing.
i didn’t Sat For endless Hours to get to my level… that being 65 and i joined the game on friday.
The rates are fine. i even did a post asking them to maybe lower it…

You literally don’t know that for sure though, it’s the same thing I just mentioned. You think that just because they may allow one thing that it’ll snowball into another.
Edit: Not to mention you’re largely ignoring many of the alternatives and suggestions people were making, it wasn’t to remove all grind, it was to make the earlier levels less harsh to newbies.

Blue mobs. Some of the friends i made during beta didnt even get past 35, meanwhile I found many blue monsters and got twice their levels.

Personally I don’t see what people are complaining about. I played the beta for a total of 24 hours of actual gameplay and got to level 70. I also saw some people 100+ that may have started at the beginning. The current exp rate feels fine to me especially when you factor in things that they will have in the cash shop (such as exp rate increase items).