I suggest making the exp card bonuses also apply to lower level areas, making rerolling faster so we could experiment with class builds more efficiently with the new content and (future) update. Makes coming back to the game more appealing than it is now too.
230-275 needs more cards
Basically this.
Eliminate the need to grind in that level range would increase the population at the end game.
Also the 130 to 170 range needs more repeatable quests and quests in general. I recommend just increasing how much exp the cards at those levels give, or put in more repeatable quests.
Protip to developers: Make those repeatable quests daily. So if you are in the level range you can re-do them. The mercenary one is just pathetic.
exp card bonuses?
sorry, I’m lost…
u mean make it so exp card gain % from teamlevel, token and exp tome etc?
Currently, if you explore the new maps, they would net you 4 exp cards instead of the regular 3, what I suggest is, We also get 4 exp cards on the lower areas in the duration of the event, making grinding and reaching the new content with newer characters better and more efficient, not only that, but people who quit and newbies in general could easily catch up and experience the new content faster.
oh, my bad…
so map lv280 above now gives 4exp card for 100% map exploration?
erm… not complaining, but isn’t that each exp card is about killing 10mobs or so?
well, at lv300+ map, since killing 300k hp mobs isn’t easy, I guess people will appreciate the exp card nonetheless
and, yep, agree with, I’m all for any improvement to aid the gaming experience~
I think raising exp card reward for map exploration can contribute more than 7% overall fun~
Bump
/20characters20
The exploration exp cards are enough to bump from 290 to 320 (most reached 290 by carding from 280 with lv11 cards), many are rank 9 ready lol.
That’s kind of this games thing tho. Limited ability for players to experiment. Limited flexibility for leveled characters to adjust. Which limits fun.
If the game designers wanted to embrace player experimentation and flexibility there would be a feature to freely switch ability points for each of your ranks, lodge character space would be way greater than 4, team storage is big and free, and as your post alludes, early leveling vastly modernized. What do players gain from leveling multiple characters from scratch, after the third one it seems to be insane to expect players to do it all over again.
For example shouldn’t a fletcher c3 be able to readjust skill points to craft and use different arrows based on the fight they will go into? Or player who soloed all of a suddenly makes new friends at late game to party with and can switch up skill points to better synergize with physical damage dealers or magical damage dealers, melee or ranged. Flexibility with skill points feature could have a way to save favorites, so you can rapidly switch from a pvp to pve to world boss to earth tower etc skill allocation. It wouldn’t all be for serious play, free flow of skill points allows for fun and different daily experiences. A bokor pardoner pd build can go from effigy to zombie play. A musket2 can switch things up and put everything into bayonet and butt stroke. Players already took the effort to invest themselves into these characters why not allow them to have fun and adapt them freely.
Generally this sort of big change, can not be expected to happen from a rigid system. It would require a game company that listens to player feedback, has vision and believes that if their game is fun people will play and money will follow. Then a player friendly version two could come out after careful creation.
bump as the same question still applies.
where do we go now IMC?
