I’m thinking youll be able to do all that stuff before cap.
good point. I think my perception is clouded because in other games I played there is a required level for you to be able to compete in guild war/pvp or good boss hunt.
I am more concern of guild war/pvp. But if the defining factor of strength would be “level” then that would understandable. But in my personal preference it would be great to compete on even level and the defining factor would be skills(mechanical)/strategies and overups/high end EQs from boss hunt.
If they have certain pvp modes where they try to even out stats and the only difference is class choices, it would be pretty even. Although people who are higher level will have more unlocked classes and stuff.
Like lets say theres an arena and before it starts you get to allocate a certain amount of stat points/skill points and theres an equipment restriction, like only up to lvl 75 equipment or something.
Then there could be an unrestricted mode too.
Yulgang 2 have that kind of feature where level and equipments doesnt matter on the arena.
Everyone is on equal ground. You fight based on how you pilot your character. That would be great!
I meant that level 100 is still really low and that’s why leveling is fast or easy, just like it was fast and easy at level 17 in WoW. Buying level 90 characters is not something that matters here at all. I’m talking about the speed of gaining levels.
With the new exp boost it’s a bit more comparable to WoW’s leveling speed, but unfortunately we’re only seeing up to level 200. With 600 levels and the current exp scaling, even with x6 exp (or whatever rates we currently have), I can’t see anyone reaching 600 unless they play the game 17 hours a day for an entire year… something only the truly dedicated will see ^o.o^
It makes me wonder if end-game content is going to be a primary focus in this game at all… but I’m going off topic.
I just want to say, I think exp feels slow primarily because its possible to choke others out of getting exp by dominating a spot. If anyone ever feels the need to log out and wait until a later time to play the game normally and advance their character, it just feels like bad design. There needs to be more instance dungeons and if they’re worried about players farming instance dungeons for loot/silver they can just make it so they don’t get Boss drops after 5 runs, but allow them to keep running for exp. They could even reduce the silver gained from the mobs in the dungeons since the exclusive experience is the reward ^o.o^
I think some of you want to have your cake and eat it too. IMC has to make money. You are aware that games that require massive grinding from even the hardcore are very unappealing for the majority of gamers right? You are also aware that Pay2Win items are how many MMOs get money fast and securely without jumping through hoops right?
My point is, IMC needs to make money somehow. You want to make this game unappealing to the casual audience while limiting the types of services and items IMC can make money off. I’d rather the rates feel fair throughout the path to 600 without ever feeling overbearing without ever requring excessive grinding but instead having a mulltitude of leveling options. Having to rely on just one way to progress is too one dimensionial these days.
Players should always have dungeons, special missions, quests, grinding, and various other means of leveling at any given time. Games that just focus on grinding are going to be grueling for most people. Without people, you don’t have money, without money, you don’t get new content flow and good service. Don’t forget, this game has huge replayability through its character system. Most people probably aren’t going to settle for just one or even two characters aslong as each playthrough is fun and surprising.
With that in mind, rather than arguing for an extremely grindy game, argue for more ways to level. Variety is truly the spice of life, especially with time consuming activities. I’d like to see player choices affecting quest lines and a small degree of route diversion. Perhaps a questline that questions what the player really is since they clearly aren’t human. They are more powerfrul than Demon Lords or even the Goddesses really, are extremely submisive, learn knowledge massively fast, and always come back form life similar to the Goddesses. It seems like the relevators are actually some sort of super soilder meant to obey their creators (the Goddesses) and that it took 1000 years for Laima to activate or finish them.
Likewise, I want to know more about the demons. Is this really a black and white conflict? Or are humans just another form of monsters meant to serve the Goddesses and what we’re looking at is a war that we are turning the tide of? Perhaps we are murdering massive amounts of sentient beings carelessly and easily?
More replayabilty would help the game so much more because there is already insentive to make new characters. With that in mind, they just need to add more variation to how you level and what you experience. Just making it more grinding is really going to turn a lot of players away in the long run.
I want to hug you irl ^o.o^
In short, is like “you pay for the cake”?
Looking at the EXP charts it seems that level 230 TOS = 99 Classic RO.
230 TOS = 409,564,352 Total EXP
99 RO = 405,234,427 Total EXP
Vast different is that we have EXP cards, whereas classic RO was a straight grind and you also lost 1% per death. RO had plenty of places to grind though, and there was no EXP penalty but I understand why IMC did that, so they could normalize the EXP mobs give.
That’s counting total exp and not including the amount of exp per mob per hour.
Renewal or Pre Renewal?
Also, the exp gap is kinda large.
That is pre-renewal numbers.
RO was the game that have the most excessive amount of bot in history of mmorpg, guess why?
Interesting claim you make there. You are welcome to prove it.
Because Renewal came.
Now the game is a bothelm due to renewal removing everything reason to grind.
Most of the RPG are like you said :
GW2 is that kind of game where you can enjoy all lvls to the end game.
But RO and TOS are designed for PvP, for the end game, you just have to take a look at classes, many of them are using mecahnics from RO. RO : Grind to lvl max then PvP. TOS : Grind to lvl max then PvP.
I’ll say :
Devs know the exp system has many issues and they will not make it harder or everyone except “”""“hardcore gamers”"""" will stay on this game.
I can think of quite a few games with more bots than RO. Games like Lineage II, RF Online, and Silkroad Online were even more grindy, and yet more heavily botted. I actually know of very few people who actually played Lineage II in its heyday without botting, and I (personally) know someone who botted for 7 months straight to reach max level in Silkroad. In do agree with the sentiment, however, that grindy games typically encourage botting rather than player investment.
I don’t believe any developer can satisfy the content locusts. Attempting to cater to them will simply produce an unsustainable product. You have to have a game that people can play and enjoy without overbearing investment, and placing an upper progression limit out of reach of the majority of players cannot accomplish that goal. Either you have too much content invested at upper levels which most players will never see, or you have too little content at high levels and the content locusts pack out for greener pastures anyway.
I believe:
- Quest to level is a failure for MMO - because you cannot party, and it becomes an offline game. It simply defeated the purpose.
- Grinding - it is not meant for leveling, but it is there for people to accomplish the same task, which allows people to meet new friends (even it is not the best way to do so)
- MOBA - it should have PvP MOBA giving exp, which contains “fun” element to the game.
- MOBA with guild or party bonus - this would be the ideal way to level if it gives exp. It allow players to meet different people, and add them into guild or party.
The above explained why League of Legends is being popular, because it has many elements people are looking for (except not having an official guild). Also, this can eliminate bots, and reduce contents (you don’t need much content, just keep balance classes).
So far I am a little disappointed, and the game seems to be designed to contradict other successful games. Opposite of Open World (Story Quest), Class Dynamic (suppose you want C3 classes to be the strongest with at most 3 C3 in each character, now every is just taking the basic with the same built), Itemization (Add multiple bonuses or incorporate skills - maybe end game? But too conservative, unlike Path of Exile), PvP and GvG, management (farming - maybe Templar has this feature, but not all character wide), and etc. The only good thing I like are number of classes and can be combined, crafting system with huge database content, and puzzle/hidden map area.
Your argument doesn’t seems better.
