Tree of Savior Forum

Grind: Thoughts and Suggestions

Thing is, we don’t have enough maps. At least not early on, which also coincides with the toughest leveling period for new players. The channel system is already there and is unlikely to be removed at this point, so we definitely need some sort of solution for the overcrowding in popular leveling spots. The ideal solution would be new maps, but new maps take much more effort than a simple channel system.

If we removed channels entirely with what we have now, that would result in terrible overcrowding in almost every early area.

That’s fine and all, but what if someone wants to try out a variety of builds? What if another player doesn’t enjoy the punishing grind hitting them so early on? These are also things that should be considered.

I agree, but that’s totally up to IMC to design and implement. More content is an important part of keeping a MMO alive.

That’s more of a problem with the bosses themselves often having broken AI and uninteresting mechanics. There’s a boss in the mines that I thought was really neatly designed, the one with the spinning laser merry-go-round. A good example of a boss right there.

This is beside the point, though. I doubt the bosses at high levels will be as easy as the ones at low levels. (If they are, this should be addressed.) Boss fights should be overall more rewarding.

I’ll give your link a go, but it seems to be quite a read. Thank you for your response.

Once again personal opinion.

I remember playing maplestory long time ago… And I remember the first personal to hit level 200 was 2 years after release his name was “Fangblade” reason why I remember his IGN? Because what he had accomplished was something epic and not easy to do.

So when people say “Keep in mind there is going to be 600 levels so the low levels shouldn’t take too long” I think “So what? That isn’t a real reason”, don’t get me wrong though I understand where you’re coming from when you say “Those early levels are just suffering for the majority of people” but me personally I think that there will be an audience that will enjoy this game nothing like WoW levels but this game will be popular even if leveling is a little hard early on.

You may be right my opinion is pretty biased right now since I really enjoyed everything about ICBT, I thought they could do a better job explaining different things like [how weapon types worked].

I think that the games leveling curve is pretty smooth since I was casually playing and got to level 42 in 16-17 hours and the top players got to 100+ in a week, I’m worried that increasing the curve even if it’s the lower level curve will make hitting level 600 something you could do in the first 3-6 months of play time which isn’t really appealing to me.

In the end I think the game isn’t about the destination and what ever IMC decides to do I’ll have to live with it.

I’ll give that a read.

And i hope you enjoyed the RO vs WOW/ToS reading :grin:

I also played MapleStory and remember that guy. Do you also remember Tiger? I don’t think Tiger ever even hit the level cap. However, that is besides the point. The level cap is its own thing.

The level cap can still remain that lofty goal that is nigh unobtainable, but that doesn’t mean those early levels should follow the exact same pattern of grind.

The grind itself wouldn’t matter as much if it weren’t compounded by the fact that the leveling process itself is a pain for a number of other reasons, like the crowded leveling spots.

That isn’t appealing to me either, but the amount of experience required to hit level 300 is actually only a small fraction of what you need to hit 600. The experience curve isn’t exactly linear.

@FreeMan I flat out disagree with that suggestion because the level cap would take years to even reach in the first place. I’m more partial to the sort of curve where you could have a bunch characters sit at level 300 (just an example) and then one “main” that you can push farther than that if you so wish.

Anyways, I don’t want this game to be anything remotely like WoW. That is for certain.

That’s the point, you want exp boost then wait… And years? i dont think so, as much 6-8months with 8h on average or maybe more (speculation) “WE DON’T KNOW IF THEY WILL CHANGE IT AT THE RELEASE SO IS ANOTHER SPECULATION”.

Here’s the total exp required according to level. The actual experience curve. (Credit to @Garfy for the awesome chart.)

I could post the other charts here so you could make some better sense of it, but it’s probably already been discussed in detail here:

Any way you look at it, this will not take just 6-8 months. Not with the iCBT rates and the current exp requirements. There’s no need to speculate when the information is out there. Your suggestion just isn’t realistic.

Related with discussion of exp and grind this addition could help if you haven’t seen this suggestion.

I do remember tiger he was the highest level of the game for the longest time till he fell off somewhere along the way.

You have a point and I can see the reasoning why you’d want higher experience rates at lower levels I just never really found a problem with it, like I said my opinion is very biassed right now since I’m riding the hype train along with other people.

“WE DON’T KNOW IF THEY WILL CHANGE IT AT THE RELEASE SO IS ANOTHER SPECULATION”.

@FreeMan That hardly changes the fact that your suggestion is unrealistic. I’ve based what I said off of what we already know. Your suggestion is banking on possibility and speculation.

STOP, they will rise the EXP don’t waste your time thinking about it. KCBT have 3x than iCBT so… we might have the same EXP in the future.

I think they are doing more high level content than low level content, for that reason.

Hey, HSGHHH my view of leveling/grinding might be a bit skewed since I played a lot of grind heavy games in the past. I personally think that grind heavy levels (hell levels) should be placed right before expected rank ups. I think the exp curve actually displays it, as it follows a new exponential curve every several levels. But these curves should be slower at onset and a bit more unforgiving at the end.

However, I’d like to note that total exp needed doesnt change but just the distribution.

This brings a bit of a duality- around the levels of rank advancement there is a very gentle exp rate which seems very easy, but harder at the levels before the next rank advancement.

This can help most players feel a sense of progress when leveling a character in the earlier levels of a rank. I kinda liked how Maplestory made the grind before 200 pretty challenging but stagnated the EXP req for a few levels.

It also builds a sense of accomplishment when we finally advance a rank.

What’s your opinion on this? Obviously its not an optimal solution but it provides a headway into questioning the struggle of grinding at a numbers perspective. Which is a very simple fix.

Well, yeah, you already said it. The game already does that and I actually think it’s a clever way of shaking up the pacing while maintaining a curve. I’ll post the graph for anyone else who wanders into this thread:

This is the experience required per level, which is distinct from the graph above that shows the total experience required. Credit goes to @Garfy again.

Besides what you’ve already stated, this sort of curve also helps a player get the ball rolling right after a new rank. It’s a really nice system that I see nothing wrong with. I’m largely concerned with how tough it is at the beginning when one has little more than auto attacks to work with. (Moreso for some classes than others.)

I understand where you’re coming from. I’ve played plenty of grindy games myself, but I just wish it’d be a little more friendly for the average player.

@FreeMan Thank you for your input, but I think I’ll continue doing what I please with my time.

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Just gonna say this. Koreans are complaining about the grind at levels above 170.

They have 36x of the rates iCBT had by the time they hit 170, and at 185 it increases again to 48x iCBT rates.

If people with 36-48x our rates are complaining, just think what 1x rates would be like.

Where is the source of these rates? And complains evidence?

if pcLv > 15 then
    value = value * 5;
elseif pcLv > 45 then
    value = value * 7;
elseif pcLv > 85 then
    value = value * 12;
elseif pcLv > 135 then
    value = value * 30;
elseif pcLv > 185 then
    value = value * 48;
end

It’s in the code. Korean beta has massively inflated exp rates. And people still complain about it.

I’m not sure what to say about this. It’s not like I can understand Korean, or even have access to the kCBT itself to formulate my own opinion. I almost want to say the fault lies with the players there, but again, I can’t really say or opinionate.

Thank you for dropping by, Garfy. I like your graphs and like your posts.

Funny that you mention monkeys when your avatar is a banana.

Pfffff this post give me ebolasidacancer…

Large parts of the game are written in Lua. It’s all there on your computer right now (if you downloaded the beta client). If you know how you can go and look at it this very second.

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