Tree of Savior Forum

Possibly best solution for Exp and overall progression

exp chart till lvl 300
as you can see first 100 lvls isnt even a grind

http://puu.sh/jvfy0.png

1 Like

@gurzy

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.

@7_efrainramos

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 ā€œbite intoā€ 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