Someone made a chart of the exp curve during iCBT and it was REALLY strange. When I hit level 46 I just about instantly leveled to level 48 because the exp curve kept dropping and rising at certain points. I really don’t think the exp curve will be flying up and down like that during the actual game but I could be wrong.
Do you have a link to this chart?? I’m super curious!
No, I saw it but now I can’t find it…
I’ll try looking for it. As I remember at lvl 45 exp to level was about 119K then it SLAMS down to 7k at level 46 lol.
Here you go, it’s a pretty weird “curve”:
In this ICBT, we were only given Quests and Monster as a way to gain exp. Again, to test how stable the game would run on steam. We haven’t even touched the other content that wasn’t given to us. I believe we should complain after we have tested all other content before we assume this will be the final EXP rate. There is still Dungeons and Party quests (both was in KCBT3) and as I see, they give a good ton of exp as well.
HEEEEEEEYYYYY I knew I saw it somewhere! thanks.
its a suggestion i think not a complain…
they better make it before it goes out for obt to change this kind of progression…
i like this kind of idea, getting more option beside whacking monster head is good for potion brewer like alchemist or weapon repairer like squire…
Nice to know that most of the people so far show similar interest going forward with this idea.
@CookyKim
Odd that I missed a good thread and nice to know we share similar views on the current state of the game so far. I understand why you were so ambivalent towards my take on repair calculations and you bring up a good point.
@DanielS
We’ll just have to wait and see if this is implemented. I do believe this would solve the underlying exp problem and fill the gaps that exp cards couldn’t so far in the game and break down grinding a notch in a refreshing way. Numerically you can make it work as long as the idea is sound. But yes the highlight of this idea goes past pure exp rate problems!
@Divder
If you truly understood what I was pitching it goes beyond exp rate. The beauty of this idea is the facilitation of healthy progression through means of everyday experiences Tree of Savior has to offer. You’re rewarded for your time in anything you do without feeling like you could have spent that time progressing by grinding an area or questing. This added system is meant to compliment the current system and see no fault or damage in the game. If anything it strengthens the core of what this game represents in all factors of play
exp chart till lvl 300
as you can see first 100 lvls isnt even a grind
I think you are right. Having rewards for optional milestones is a great idea. (I am especially a fan of the collecting all drops from a mob, and defeating a mob for the first time)
Both of these options give more incentive to travel and diversify your grind, opposed to just staying in the areas for hours on end.
Great post!
Edit: I also love the idea of having a journal that you want to fill up with maps, and monster details.
Well I like that, but…
Edit: I Would like to make the Mob XPs bigger
Why? Example:
Cauliflower lvl 1, Gives 100 Exp/CExp Rate
To level 2 you will need 12 Exp (One kill to get to next level)
Pino lvl 60, Gives 120 Exp/CExp
To level 61 you will need 151,932 Exp (1267 kills to get to next level)
The reason why you EXP so slow is, the Mob XP does incearse slowly, so it would be good to make them incearsing quickly.
@saurus102
I’m just glad there isn’t exp penalty. I remember leveling my transcendent 9x stalker and losing hours of grinding from 1 death.
Overall I feel having such a high curve like this just reinforces the type of system I’m proposing. You’re going to do a lot of grinding at some point (if some changes occur maybe it starts at lvl 300). Might as well have as many ways of doing it as possible.
Through my experiences with Ragnarok a lot of the regulars I’ve come to see stop trying to level and just log in for the social aspect of the game because of how harsh progress was at the time. This system would also fuel the market with crafted items and potions…etc and diversity in classes more PvE based than PvP as @KrizzLaKrizz said. This would be a huge boost economically and feel more like a living breathing world with this much production from all areas of the game.
But it doesn’t matter there aren’t penalties, cause lvl 1 and lvl 60 mobs has same XP, so no point of killing high lvl mobs, and I don’t like this.
@Noobology
It was more so from lag and d/c more than anything but that’s besides the point.
I don’t know if you’ve had any experiences with field bosses. Not the party generated ones or story related bosses (although there were 1 or 2 that were notable). So no its not just the high level mobs you’re worrying about dying to.
I feel the comparison you are making isn’t fair in a way considering the very beginning is a tutorial pretty much.
From what I’ve come to see and analyze helping the average player ease into the grinding process rather than hitting some form of it early on would help as well as taking off leveling thresholds to continue storyline/quests.
I believe this game will be a grindfest one way or another its inevitable. The exp curve/rate may change in some way but you are going to hit the grind phase and that’s why focusing attention on ways of progressing is what’s more important than exp really
That is so odd, I wonder what the reasoning behind the giant spikes and drops in the exp.
This curves are for the job level.
Not the character level.
Don’t know what you mean please explain.
For the sake of simplicity let’s say the base level and job level share the same or similar curves on the graph. In terms of possible game design decision for that, probably to allow players going into a new circle to get a few skills to essentially “bite into” their newfound class they picked to access the skills faster while still working towards attaining skill points.
Gotcha. I’ve just never seen an exp curve so I was curious about it.
some added things I came up with that can help with the exp reward list and system maybe
exp rewarded is scaled up as well based on difficulty/quality of item/level or area and so on
nothing static because of how the exp curve is at moment
-every rank up to different class
-for every new hat collected!
-for completing all quests in the whole area of a map
