Tree of Savior Forum

Grind: Thoughts and Suggestions

[WALL OF TEXT ALERT!]

You make a lot of valid points and I agree with you on some of them but personally Iā€™d say most of your suggestions would make this game more of a solo grinder (which you, yourself are against). I think the experience rates are good the way they are and as a strength cleric I donā€™t think itā€™s a hassle to level up at all seeing how you are taking the path of most resistance for the huge reward you get once you hit Monk or Paladin. Increasing experience so you can reach rank 3 or 4 with in the first 5-10 hours(can hit rank 3 in 16-20 hours currently) would make the ranks feel cheap and less rewarding,

Also increasing the experience rates that high would make the early game of this game into a theme park quest grinder(WoW) which will put off people once they finally hit that grind wall miss leading them they wonā€™t be that attached to there characters at that point they only spent 5-10 hours on it didnā€™t work for anything since quests did it all. I personally think that showing off that this game is a grinder in the early stages of the game will help people understand what they are getting into.

I also think that getting into those grind group earlier rather than later would be easier for the new player while they are still learning the game and getting to know new people earlier rather than later helping them make it into those late game grinding groups with friends they already made along the way.

The game needs more experience but just increasing the rates all together would hurt it more then help it. I personally think that zone bosses should give a ton of experience a long with other means of gaining experience over just increasing rates.

This is only my personal opinion of course no fact behind it.

TL;DR: Increasing the experience rates for release would hurt the social aspect of the game.

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I donā€™t mind wall of texts, and thank you for your response, but I disagree.

Any of those problems and expectations can and should be explained to the player by the game itself. The game already does this in a way with those ā€œyou should party up with this similar playerā€ prompts that tend to pop up. It just needs to be more clear on everything else, like the fact that youā€™re considered a newbie up to a certain level.

You need to remember that the level cap will be somewhere around 600. There is little reason for the grind to start so early when there are a heap of levels that the grind can instead be spread over more sensibly. Those early levels are just suffering for the majority of people

I never touched on what questing should be specifically, but you understood me wrong. I donā€™t think quests should at all be the primary means of leveling, for exactly the reasons you stated. However, that does not mean that the experience curve for the early levels should stay the same either.

Donā€™t get me wrong. I actually like the grind, but Iā€™d rather play a game with a strong player base. I speak for the sake of the average player coming into the game with no expectations or information, who might very well be put off by those early levels. Itā€™s safe to say that most people in the iCBT gave up early on or didnā€™t even try to level, considering how low the cutoff point for the second wave of ā€œtop 1000ā€ keys was.

Overall, Iā€™m against ā€œcasualizingā€ the game, but you need to make some concessions here and there for the sake of the gameā€™s future. Iā€™d like for there to be lots of grind, but the game is undeniably more fun after one obtains a variety of skills to play around with.

I donā€™t agree, no more channel system. If you have enough maps with good social mechanics this is useless, channels destroy open world feeling.

I played 43 hours, and reached rank 3. And 30% of the time i was lost in quests or just exploring, learning game mechanics and socializing.

I think is not good enough, because at the moment grinding party is the only you can do together. We need improvements here.

I will left this here. Feel free to read.

Yes, but where any really hard challenge on the CBT?

I agree, and that RO mechanic is explained on the text i left you above.

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Thing is, we donā€™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.

Thatā€™s fine and all, but what if someone wants to try out a variety of builds? What if another player doesnā€™t enjoy the punishing grind hitting them so early on? These are also things that should be considered.

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

Thatā€™s more of a problem with the bosses themselves often having broken AI and uninteresting mechanics. Thereā€™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.

Iā€™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 agoā€¦ And I remember the first personal to hit level 200 was 2 years after release his name was ā€œFangbladeā€ reason why I remember his IGN? Because what he had accomplished was something epic and not easy to do.

So when people say ā€œKeep in mind there is going to be 600 levels so the low levels shouldnā€™t take too longā€ I think ā€œSo what? That isnā€™t a real reasonā€, donā€™t get me wrong though I understand where youā€™re coming from when you say ā€œThose early levels are just suffering for the majority of peopleā€ 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, Iā€™m worried that increasing the curve even if itā€™s the lower level curve will make hitting level 600 something you could do in the first 3-6 months of play time which isnā€™t really appealing to me.

In the end I think the game isnā€™t about the destination and what ever IMC decides to do Iā€™ll have to live with it.

Iā€™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 donā€™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 doesnā€™t mean those early levels should follow the exact same pattern of grind.

The grind itself wouldnā€™t matter as much if it werenā€™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 isnā€™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 isnā€™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. Iā€™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 ā€œmainā€ that you can push farther than that if you so wish.

Anyways, I donā€™t want this game to be anything remotely like WoW. That is for certain.

Thatā€™s the point, you want exp boost then waitā€¦ And years? i dont think so, as much 6-8months with 8h on average or maybe more (speculation) ā€œWE DONā€™T KNOW IF THEY WILL CHANGE IT AT THE RELEASE SO IS ANOTHER SPECULATIONā€.

Hereā€™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 itā€™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. Thereā€™s no need to speculate when the information is out there. Your suggestion just isnā€™t realistic.

Related with discussion of exp and grind this addition could help if you havenā€™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 youā€™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 Iā€™m riding the hype train along with other people.

ā€œWE DONā€™T KNOW IF THEY WILL CHANGE IT AT THE RELEASE SO IS ANOTHER SPECULATIONā€.

@FreeMan That hardly changes the fact that your suggestion is unrealistic. Iā€™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 donā€™t waste your time thinking about it. KCBT have 3x than iCBT soā€¦ 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, Iā€™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.

Whatā€™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 itā€™s a clever way of shaking up the pacing while maintaining a curve. Iā€™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 youā€™ve already stated, this sort of curve also helps a player get the ball rolling right after a new rank. Itā€™s a really nice system that I see nothing wrong with. Iā€™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 youā€™re coming from. Iā€™ve played plenty of grindy games myself, but I just wish itā€™d be a little more friendly for the average player.

@FreeMan Thank you for your input, but I think Iā€™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

Itā€™s in the code. Korean beta has massively inflated exp rates. And people still complain about it.

Iā€™m not sure what to say about this. Itā€™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 canā€™t really say or opinionate.

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