“EASY” lol theres 400 more lvls to grind after you reach lvl 200. just imagine the time you need to invest to reach the end game. you prolly need 2000+ hrs
It is not quite that bad on Laima, but still pretty bad.
At level 30 I have 3300 adventure rank and am Rank 27888.
The average is 2270.
The top 10% is 9500.
I expect by about level 70 I should have a rank of 9500, which kind of makes sense because I can see most people stopping after the first major grind wall.
The main problem is that the saw like exp progression that becomes easier after 46-86-136-186 makes that all players end up clogging around the same spots because of the exp penalty system.
You do realise that mob exp is at 0,01% already before lvl 100.
Assuming exp curve is linear(wich it ofc isnt) that is ~16,7% all exp needed to max lvl(probably more like ~5% with the real numbers and thats optimistic).
With the Monster lvl/exp rate scaling so badly as it already is have fun grinding at 0,0000000000001% at lvl 500.
If you ask me the fix is: more Maps, more channels, more density. Remove quests, give more Options to grind and drastically increase moster exp.
Basically the Problem I see why mob exp is so low is because of quests. Its no suprise that such a DeadZone exists with the disparity between MobExp/time and QuestExp/time.
If they say remove quests and then scale up mob exp, to match the Speed it currently has with quests, there will probably be no pitfalls(or ones that will be easily fixed with balancing Mobs strenght a bit).
Sure ppl will Level a Little faster Overall but they will be happier, have more freedom and get to the FUN part of the game(3-4 ranks in) faster and probably stay longer because they are now insentivised to try out more builds.
Also I dont subscribe to the notion that monster intended to be farmed in thousands in a grinding game have to be “challanging”. The challange in a grinding game is is basically if you have the endurance to make it all the way.
No one chooses mobs that are challanging for grindig. They delibaratly choose monsters that they can kill fast without much problems or mobs that give so much more Exp that it is worth the effort to concentrate on each individual mob(of wich this game hs basically none).
Monster exp seems too formulaic: This mob has lvl X so it should have Y*X exp, done. Not considering the avg. time investment needed or avg. dmg taken by the player etc. This mnakes stronger or tankier mobs undesirable because they take significantly more risk for insignificantly more reward.
The system is bad designed, I agree… But not that bad designed for some classes. The biggest problem is, that not all classes get the “OVER KILL” bonus exp.
Now, it is linear, and it sucks. Yes, I agree to that. This game has let me down so much in terms of PVE mechanics that you have no idea how many times I’ve considered not playing it and going back to Ragnarok. It is not the same case in terms of PVP mechanics, I think they are fun.
I could write a bible about the topics above discussed… But I’m so F tired because I’ve been Solo-grinding with my monk 175 until I see the sun in the same freaking map for about 3 days with tons of other morons who didn’t knew they had to save up the cards to overcome the shiet leveling design. I mean, only 1 channel, and not all classes have the Overkill bonus or party, now sum it up the linear boring part… Damn, I’m off to sleep before I consider going back to work and forget about games for a while.
i´m 185 and i´m not happy with the rates…AT ALL! it´s painfull as hell!
You could also assume with such a wide range of leveling area’s and peoples levels that competition for leveling spots will be more spreadout due to the fact groups of people will be leveling at different paces. I think alot of the leveling issues could be fixed by merely increasing the spawnrate of mobs in all area’s. Just feels like the higher area’s just lack mobs in general. If all area’s had the respawn rate of say… Demon prison district 2, i think alot of the problems would fix themselves. With such a huge level range (1-600 on release), I think IMC’s intention was so people wouldnt have to compete for grinding area’s, however the lack of mobs in all these zones cause the problem of not having enough viable grinding spots. Though tbh i didnt have many XP grind issues till i hit 164+. And even then its not that bad atm, just needs better mob spawn rates tbh. Maybe even make blue mob spawn rate increase but reduce the amount of XP they give, or make special miniboss mobs that give good xp or something. Other than that i think the games progression is okay for now.
Also more of those unusual side area’s would be nice, Legwyns family area, with its unusual puzzles broke up the grind, and the grinding there didnt feel as grindy because you were actively trying to figure the place out at the same time. Same with the Second Demon Prison. More optional area’s like those to level and explore in would make this game better. Gives you optional places to get XP/Loot and provides World bosses to do (both of those area’s have a common worldboss spawn) AND makes the game less linear. A good thing for this game to have more of.
But how can those who love grinding millions of mobs for that 1% exp be top 100 players by level in the world with millions of filthy casual players looking up to them if everyone can be max level in a month though??? and how can millions of filthy casuals look up to them with jealous eyes even exist if no one wants to play this game because you need to grind 18 hrs a day non stop for a year juts to hit max level (or high level) and get that shiny aura around you??? LOL I fukin like it how some people think that investing absurd amounts of your time on mindless grinding equate to game difficulty.
LOL I fukin like it how some people think that investing absurd amounts of your time on mindless grinding equate to game difficulty. They think a game where everyone can easily get max level is EZMODE. It is because they dont like competition, if everyone could be max level in a short time investment then they would LOSE THEIR ADVANTAGE OF HAVING LOTS OF TIME TO SPARE which they dont like,because they dont want fair competition, These are also the types of players who have several computers connected on a separate IP which they use for botting/exploiting or any other illegal mmo activities you could imagine.
Actually I kind of agree, while the linear progression is not bad it certainly is for long term gameplay. This is excluding closed beta or open beta, if a player want to create a new character they would have to go through the exact same progress and repeat. It would certainly kill motivation for continuation.
Regarding exp and grind problem, I also agree in the sense that you guys are all forgetting that the exp rate is higher than normal, meaning the grind in actual release will be even more dreadful. Sure its a good way to get ride of the “filthy casuals” and the game will finally be played by “true hardcore gamers” but even then with limited maps/spawn/channels and level progression you will eventually reach a point where it will be half the server in Mage Tower F5 or Demon District for the next week or month.
Oh it’s too easy or it’s too hard we don’t really know the intent yet as IMC have not said any official statement about what type of player this game should be tailored to. Grind time =/= difficulty and difficulty =/= fun , don’t put the two together or compare them. Instead of jumping to conclusion of saying “Lol you think Grind = hard get out you filthy casual” you should think that maybe JUST MAYBE some people just dont like to grind. Some of you guys are right, getting to end game content too quickly is also a game killer but the point is not to rush to end game but to enjoy the progress. Frankly I don’t think logging on to do the same thing in the same place for a few hours for the next few days particularly fun (and by that i mean not fun at all)
All of this is before I even talk about KSing and class inbalance .
These are all my opinions and everyone’s posts are also opinions there’s no need to attack others for not agreeing.
P.S Jk Screw EVERY single ONE of you HOW DARE YOU try and HAVE FUN in A GAME in your OWN way.
Class levels are independent of your character levels. Compressing the level range isn’t a terrible idea to be honest, but I think a better option would be to increase the share exp range to something closer to 50-60 levels.
just add more chanel and more mobs for funny grinding.
Ah, I never get tired of the “B> Another channel” joke… But no, it solves nothing.
Not really, class level and character level are somewhat connected ^^. The exp drops on the curve are meant to be around when you change job to make the first few levels feel smoother ^^.
When Saule server came out I made my character there and leveled as fast as i could to 120. It was insanely easy to get there, took me around 24h of in game time, because the maps I grinded (masoleum chapel at lvl 70 ish for example) were empty and all the mobs were basically mine.
I decided to make a new character today to try out a new class, about a week and a half after the server opened, and guess what? masoleum chapel is filled with bots / afkers / everything now. Grinding felt so painful at lvl 70 that I gave up on making that character. Also, the lvl 50 dungeon is still buggy (and possibly others?).
Please don’t be naive to say high level grinding is too easy/fast, it was only fast because the server had just opened and you didn’t have to compete with others for grinding spots / quests / etc.
I’ve been creating new chars every week and the last one (created about 4 days ago on laima) was the one i’ve leveled fastest, disregarding the fact it was a priest. And i didn’t have any problems with ks or full maps, of course there is people but the right places have just more than enough monsters for everyone, like Tiltas Valley or Escanciu Village. The problem as you mentioned in chapel is that people don’t like to think and they just follow the trends leading to overpopulated maps while other maps stay empty. Have you ever been in royal mausoleum 3f and 4f? Everyone gathers in one place of the map while the other rooms stay empty and full of monsters, the same thing happens in the whole game world. Maybe the only really overpopulated place will be demon prison district 2 in the future, if they don’t add other places to grind at lvl 160~170 range.
The main issue is not the exp rate, it is the lack of channels in places with high demand to grind. Demon Prision and Second Demon Prision have just 1 channel and it is super crowed. If mannagment add 4-5 channels to those locations the exp grinding will be resolve in no time. Besides that, I found leveling extremly easy and fun. Another option will be add more maps to grind and correct the agro of some mobs that is not working properly (Ex: I walked in middle of many mobs with no issues, my friend tried to do the same and the whole mob attack him inmidiatly). Also if any one know an alternative to Second Demon Prision for lvl 170 I will be happy to hear it.
Actually when you reroll for whatever reason, the second playthrough will be much easier, because you can invest alot of money into your skill attributes by a large margin, also companions that are really stat pimped really do help out killing bosses and such. Its also easy to farm worldbosses on your main and give you new character full sets of really strong gear. So if you mess up leveling an alt wont be that hard because it will be able to overkill things blindfolded. My lvl 110 pet in beta basically one shots bosses till about lvl 30ish. So dont think the alt thing is an issue 
Which level should I use all the exp cards to get pass the dead zone, 165, 166 or 167?
I have 85 level 7 cards now and doing the quests for level 8 cards (have 39 atm by the time finishing the quest of dina bee farm).
Chill mate, nobody it’s saying this is Ragnarok 2, but yeah, if is not for the RO community this game would was kinda alone… so thanks to RO community this is huge, so if you don’t like it you can go out.
