Tree of Savior Forum

Show EXP progress in percentage

Seriously?

It’s visualy easy to read already.
I watched an 2 hours stream. Checking how much an same level mob gave or one down 5 levels and such.

You can easily guess.
Ohh that level 7 mob only gives about 0,5% exp per kill, when you’re level 11 already.
But heck, you can oneshot level 12 mobs as level 11 with kneeling stance, which give you about 4~5%.

As long as you can see a visual difference between an simple kill of two different mobs, it’s fine.
If you want to go into hardcore grinding. You might just need to to a quick rough math routine.

Goblin Thing, gives 100 exp. 355 Exp when overkilled for full.
i need 10000 for the next level.
So that’s 1% per normal kill and 3,55% for an Overkill.

And if it’s nto an easy number. Round it up to the next one easier. Or use a calculator … it doesn’t even take 10 seconds to punch in some numbers.

Or even simplyer … wait for someone to make a 3rd party programm which gathers information like that. So you can compare your livestats for exp/minute or %to level/min.

i think it would be a good idea to show the exp in %, or at least have an option to see it in %.

Seriously, I am very curious here.

This idea is just a tiny little thing compare to that EXP rate topic. Almost everyone get benefit from this and some that ain’t didn’t lost anything.

why some of you guy struggle alot with this idea? Is there someone going to die if IMC just add % in exp bar?.

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It’s pointless Ui Overwork?
It will drag on the games realese by … a few hours at least!

It was very difficult to leveling in high lvl

Percentages are nice to indicate overall progress… It gets people more hooked to how close they are to the next level. 95% looks more close to level than 950,000/1,000,000

Especially if mobs only give 150 exp

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me to i kinda look at it as achievement its like logs in to tos looks at exp bar him need 40k exp to lvl mobs give 200exp each oks need to kill 200 oks lets get started bois

as someone who develops UI as a hobby, you have no clue what you’re talking about. It’s literally one line of code to add
[if playerhoversoverexpbar -> draw string (exp ÷ max exp x 100)] end script.

UI Overwork? Is that like saying “Oh but it would look messy!!!”?
How would it look messy if you can’t see it until you hover over it? Even then I’m thinking it would only be a small tooltip big enough to hold a 10pt font, no bigger.

Yes, it’s extremely easy to find this out yourself, but why should I have to do it when the game could be doing it for me? I see no downside to this at all. It wouldn’t take any time out of the developers day to implement this.

edit: the reason I’m coming out so strongly for this is because the game isn’t likely to stay at an easy to manage value of 100exp per monster in the finished version. Considering most MMORPGs already have this feature, I wouldn’t call it a necessity, it’s something most online gamers are already quite used to having and expect as a common feature in games. Not including this would be ridiculous, and I don’t even think any of my words will make any difference in the matter because it will eventually be put in whether I fight for it or not.

imo y even care about the exp bar just be happy its going up xD

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very good idea! i agree

Sup? Why KR server can see their exp when killing a mob unit and we don’t?