If they implemented the same kind of exp rate Ragnarok Online had back in the day that would be awesome. The fact that not everyone will be max leveled within a week or two is the kind of game that challenges people to hit end game because it is so much more rewarding. Not like the other MMORPGs that are out in the market today, you can hit max level in 2 weeks and then quit afterwards. We need a game that will make us work for it and let us enjoy it as much as we can with everything that it offers on different levels. Not just end game â â â â like every other typical MMORPG.
The same exp rates as RO would just be stupid, it worked back then because there were far less things to play, now days it would be counter productive to have such exp walls, specially so early into the game, supposedly thereâs 500 levels in ToS and people are hitting a wall before level 50, only the hardcore players get over that wall, or more accurately the lifeless.
Itâs absolutely stupid and insane to grind as we did 10, 15 years ago, perfectly acceptable back then due to the lack of bloody anything, certainly not now.
It makes me really sad that everyone who wants grinding is refusing to compromise. Most people that are complaining about the rates just want a better exp curve. How is it going to ruin your grinding experience if 100 levels out of 200 (or 500) are relatively easy to get? You can start grinding then canât you? Are 100 levels not enough for you to grind? Currently, no one feels like theyâre powerful, or unique in their build until 30 hours of playing the game. This is not the way to create an MMO nowadays. People will uninstall within 5 hours. Hardcore grinders cannot support a game on their own, they are just too few and far between.
Tree of Savior wonât get enough time to draw people in with its unique and amazing class system if people are quitting from the grind 5 hours in.
RO this. RO that. RO to the left, RO to the right.
Tree of Savior is not Ragnarok Online, it doesnât aim to be and all comparisons to RO are completely superficial, itâs leveling system and curve isnât even remotely similar to Ragnarok Online.
See this? Notice how it drops at the predicted levels of class advancement? Thatâs why the grind is so unbelievably bad and itâs very bad design to have such heavy grind as early as level 20 in a game that aims to have a cap of around 600. Youâre alienating a wider playerbase to cater to what ,maybe 5k people from a dead MMO that came out a decade ago? I donât know about you guys but the idea of playing for a year non stop grinding for 6 hours to hit cap is ridiculous and you canât just strawman it as everyone against it are casuals who just want to cap in a week, most of the people giving feedback so far want to have a smooth leveling experience for at least early game.
I also, understand itâs currently in Closed Beta phase(particularly this one is for testing steam servers) and those never have much depth but if you played at these rates at launch your playerbase would take a massive dip. Youâd think for a playerbase supposedly made up of people in their late teens and 20âs you guys wouldnât be so shortsighted and conceited.
Koreas rates are increased because CBT3 is for a different kind of test, thatâs fine. However the leveling curve itself or the amount of EXP gained from monsters within each bracket need to be adjusted.
Its pretty harsh after level 75âŚ
This is very similar to what RO had to me. You could draw the same graph with the exp values needed for basic 1-99 and advanced 1-99 lvls. So, since ToS has more classes it will have more advancement (ârebirthâ) cycles but with continually growing lvl numbers.
That is wrong and RO should be taken out of the equation to begin with. That games leveling curve had no dips, whatever levels you gained quickly were Job Levels or you gaining more EXP from fighting monsters way over your level. If Mages werent fire bolting crap in Louyang, Archers abusing Geographer and Metaling ranges in Einbroch and Acolytes not Healbombing/Turn Undead on Undeads in the level 70 range but instead played where they were being penalized for fighting higher leveled monsters the rates wouldnât look anything like whatâs shown in that chart. The mechanics between these games are not comparable. A class advancement is not the same thing as ROs rebirth mechanically, and ROâs curve from 1-99 is completely different to what people are experiencing here.
Ugh⌠How can you comparing the rebirth circle of RO with class advancement in ToS⌠They are just so different.
It is not wrong, Iâve already described the way you could see the dip.
No ones is saying ToS = RO, but there are similarities. Based on what you wrote, I think you should complain about the lvl penalty then.
Class advancement =/= rebirth not in concept or mechanically. That curve is much smoother until you hit over level 80 which is late game for RO. Which is the exact problem people are having with ToS, itâs grindy early on and there isnt enough to make the grind actually fun.
So do you want a smoother curve or increased exp rates?
Either would be fine so long as itâs paced in a way that doesnt make early game tedious to the point of making it inaccessible to those who donât absolutely love mindnumbing grind or an over reliance on repeatable quests. There are potentially problems that can arise if either of them are done hastily. If the curve becomes too flat people power through early content without exploring. If the rates are too high end game becomes a breeze.
If I had to choose Iâd say increase the EXP gained from mobs.
Till what lvl is it the early game? According to your graph the curve seems pretty smooth to me until lvl 45. It gets steeper from there on, which I think is justified by the fact that you keep stats and skills (unlike the rebirth mechanic). Anyway, you can see people being at lvl 60+ on twitch at day 3. And the rates are fine, in my opinion.
Whatâs the point of comparing the exp curves with ragnarok? Of course after rebirthing the exp curve starts again, youâre essentially restarting again from scratch (apart for a bunch of points added in). And that entails having to deal with low-level enemies yet again, and thus lower exp gains.
ToS hasnât got any of that, you just go on while keeping all your stats and skills. There is no âlevel 99/high novice 1 momentâ that prevents you from going to the same or stronger enemies. So whatâs the point of that exp curve?
You canât just look at the graph alone to determine whether itâs okay or not, look at the feedback from players aswell, thatâs what itâs for afterall. Theyâre all hitting a wall in the mid 20âs then it eases up. Also Iâd still consider level 60 early, thats literally 1/10th of the theorized level cap. If ToS had a level cap of 100 I wouldnât care but when you they say they want to have up to 8 Ranks of classes and mobs reach into well over level 400 you have to question the point of having to dedicate so much time so early on. The kCBT3 rates are higher for different testing purposes which would insinuate what people are dealing with now is normal.
And I hope no one ITT mentions âcasual filtersâ with any seriousness, they are not a good idea. Theyâre a meme foremost to describe content that has a jump in difficulty compared to everything else. However from a design point theyâre completely unnecessary. A thousand dedicated players canât fund a project of this size and no one who has given detailed feedback so far is advocating for the game to be a cakewalk.
Of course, just looking is not enough. But i see people at lvl 60 (and there are higher for sure) day 3, and koreans at rank 6 in ~ 2 weeks. Anyways, thanks for discussion
Iâm not going to make a graph XD but yer there is a troubling exp curve that i can see developing. Just from my experiences so far with 1 char:
Day1: 15lvl
Day2: 10lvl
Day3: 5lvl
Continuing like that will make it aproxâŚ
Day4: 2lvl
Day5: 0.6lvl
Day6: âŚ
XD
Its probably not accurate but @_@! LOL
Word. People taking quest kills depends who hit it last is annoying. Like when you almost about to kill a monster and thereâs this guy overkilling it. I hope there should be a fix to this. Attacking the monster first wonât let random players hit it or share the same kill in quest.
just need goal to kill mobs except exp/coins, like cards/rares/hats in ro. Even nice hats with ~0.01 chances here would fine too.
exp rates are insane, the Korean version is much much easier
OP, do you really want your 250 lvl to take 1 year ?.. because with this rate, this is what will happen.