What is the purpose of the “exp reset” at certain levels?
I think only the developers can answer that?
In my opinion I think it gives you a false sense of accomplishment in that you reached a milestone or that you’re gaining so many levels.
Maybe it’s supposed to give the feeling of a breath of fresh air after feeling all stale for grinding.
I can’t put words on other’s mouths, but it’s intention feels entirely psychological to me.
Make you feel good so you stay enamoured with the game
Make the game looks longer. I mean if u think is the same like WoW when u pass a x9 lvl u get acces to New weapons and set also a New skills from your build tree.
Remember that tis game suppouse to have over 500 lvl and amlost 20 clases per class tree.
So if they put weapons/clases every 10 lvl the game Will be so much easy and tired. If they put over 100 lvl Will be the same. So they put that ateps between 40-50. And make the begin of the Step easy to motivate players.
I’m with you on that; the spacing between the xp resets seems to be in line with some of the major plot points in the story. So as you come to the climax and conclusion of those points, your levels are slowed to a crawl. Then after the conclusion, the levels fly by like you’re playing a brand new character. Only thing is, if you haven’t been collecting xp cards from all maps, the timing gets thrown off pretty far…
Well, there is benefit to this at least: A constantly scaling exp bar would make the grind so much worse with such a high level cap which will kill motivation easily. I believe the main quest arcs were implemented to be in-line with this, rather than the other way around outside of EXP cards.
But as pointed out, not much changes outside of new class ranks and scaling monsters. I would place blame on the boring story.
I believe it’s actually a well-planned feature which allows you to quickly gain some base levels and status points in certain intervals in the game to make the game playable with and without instanced dungeons/daily missions and/or quests, allowing the player to actually freely explore and interact with the world.
It also makes it easier to cover the first half - 2/3 of the way till you hit a new weapon/equipment threshold, which increases the anxiety (or is supposed to do so) for the next Rank-up & equipment threshold.
This also pairs well together with the Class exp reset after Ranking up, as a steep increement of EXP would cause the player to reach their Rank ups at lower base levels, while a flat increement “curve” would cause you to level too fast, having a really high base level at a low Rank already, making it ± impossible to effectively kill equally-leveled monsters with the bad skill-scaling of low Ranks…
Everyone who played Ragnarok online should know this, because RO introduced the jobexp curve reset with Job change. This would allow you to level your first joblevels quite fast and learn some new job skills to kill stronger monsters.
However, there was the issue of some monsters giving way more jobexp than base exp, allowing low-baselevel characters to jobchange early if they concentrated on hunting these monsters, which in return made leveling afterwards easier;
hunting monsters with higher base exp while still on the base Jobclass wasn’t always as effective, resulting in higher investment and/or higher risk and, most of all, more time-consuming, depending on the base Jobclass.
So, in conclusion, I think it’s a fusion of both facts, it’s increasing the convenience of the gameplay and basically an inherited feature from Ragnarok Online, expanded onto the base exp curve.
No purpose to the players.
But helps IMC milk cows via the purchase of exp tomes.
No. Adeodatus laid it out pretty well.
@Adeodatus is entirely correct, it’s a great system that helps vary the levelling process.
Another aspect that may be missed is the EXP walls help to gather players. You’ll have a majority of players at the walls which allows for more interaction. There are 330 levels, players can easily be spread thin over such a distance.
@Adeodatus Thats a really awesome understanding of it.
It also help to solve the problem of the infinite growing curve that some games like Maplestory suffer. Eventually making mid levels totally skippable aswell.
i think the EXP reset are very great!
in the other games when you rush high level you will end up killing monsters and doing quests for 0.1~1% EXP
but here like i am now in my new char i am 226
10 levels only for the EXP reset ^
it’s exciting :3
They correspond with job level changes, presumably because content shifts at these points in the game, and it makes sense that your jobs and base levels hit the same stride around the same time.
They’ve made some adjustments to how much base/job exp mobs give you though, and exp cards (and newer ways to get exp cards) since the creation of the initial tables, so it’s a bit off.
I actually think it’s one of their few ideas that actually worked out well.
Once you get to base lvl 95 in preRE you’ are just at total 50% for lvl 99, that’s torture.Same for job changes,when you get to the last few job levels and you need the next class to have decent skills…
ToS reset makes these walls more diluted, gives a better pacing to the entire thing.
My only problem with ToS is the variation with monster exp and jobexp,there’s almost none, it feels kinda cheap that map,party and tome modifiers are all that matters.
EXP Reset is one of the best features TOS has, and IMHO other games should try to emulate this as well.
why not give the exp reset at the job advancement then? Or are abuse possible then?
Well it’ll never be guaranteed, mobs give different base and job levels.
For example, I had a char hit rank 7 at 221, even though most hit it at 224. I do think it would be abused for sure–think about how leech groups go these days. I think people would wait out base levels for longer.
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