shrugs thats the trend lately with Euro/asian mmos. They gotta make money afterall.
Yeah, it is the trend and itâs quite annoying to be honest.
Especially with them being early access beta kindsâŚ
" Secure your access to beta by purchasing our founder pack!!"
Would rather throw myself at the cash shop or sub to a premium service after actually playing a âfreeâ title for a bit, just so that i donât have regrets if itâs not what was anticipated 
From my point of view, why game devs tend to make grinding tedious is to have players stay (or play) longer. The game would shut down quickly if many players reach the end game pretty fast. Of course, this is one factor that many game devs have issues dealing with it.
im not sure if anyone said this, but some quest gives more then 1 exp card. so maybe if lvl5 card gives less exp then lvl4, it might be because there more quest in that level curve or they hand out more exp card per quest.
also lets be honest, most of the time, your bound to miss a side quest giver since they dont appear on the map till you talk to them.
also i find it fine the way it is, just need more content and less lame boss battle
btw stop playing these Korean game if you hate grinding! in korea they love grinding and beside porting the game over with just translation, they put the game into beta so that western players dont have to bitch about how hard it is by figuring out how their exp system should change and this also apply to cash shop item to help p2w⌠cause we are westerner⌠tough gets going, the need to make it ez pz.
The problem is not with the speed itself, but with the inconsistency in the level up speed. I donât mind grindind, but in ToS people take 2 hours from level âAâ to level âBâ, then take 10 minutes to level from âBâ to level âCâ, then skips levels âDâ, âEâ, âFâ and then takes 5 hours to level to âGâ⌠itâs kinda âwtf?!?â
The grinding is very inconsistent and requires knowledge about many different things (exp tables, maps respawn, number of exp cardsâŚ) to be optmized.
Iâm a guy that donât mind slow grinding, as long i have a approximated idea of how long i will take to go from âAâ to âZâ wich in this games is kinda hard to do.
Exp canât be fast. What do you want, to reach end game within a day or two?
The exp is actually fine as it is, or i would dare to say its too high considering that i can ignore grinding early game and just level from doing quests alone.
That being said it is good to get more skills early on, and its good that at certain point people find it harder to level. That just normal. If grinding will be tedious people WILL spend money for exp boosters. And its better that then selling us power. Iâd play a game for very long if it would let me achieve all the gear upgradeâs without the need to spend real money on that. Aka if i can achieve the same thing that those people who can afford paying, without the need to pay. If they will introduce item that will guarantee successful upgrade of your equipement in their shop, then they should by all means add the posibility in game to obtain that item too, say by completing some long dungeon. This way people who want things faster will spend real money on game, others will just struggle to achieve the same thing longer. This makes servers populated and each areas will have players to party up with. I was playing other mmoâs and some of them failed to encourage people to stay on low level maps, and that gave new players the fake idea of server being dead.
To be honest I enjoy this style, it gives you plateaus to work towards. It is not inconsistent, in fact it is the opposite, it is like a sin wave that gets bigger.
You know if they made the player exp chart linear it would take longer right. Its designed the way it is so they can have the lvl cap they want with it requiring less xp.
Honestly, the way people complain they make it out as if the level before the experience dipping is the cap
Right lets complain about the 1 lvl in every 20-30 that takes a long time but not say thank you for the 8 free lvls you get immediately after making that slow lvl.
Not necessarely.
200, 400 , 800, 1000, 300, 500 , 700 is higher than 100, 200, 300, 400, 500, 600, 700. So the âresetâ doesnât automatically means âless expâ.
The same principle could be applied on the exp chart. This would need a whole re-work of the exp chart though, and also the removal of exp cards.(the quests would give exp directly). But we all know this wonât happen.
[quote=âRemiri, post:250, topic:118984, full:trueâ]
To be honest I enjoy this style, it gives you plateaus to work towards. It is not inconsistent, in fact it is the opposite, it is like a sin wave that gets bigger.
[/quote]It inconsisten because the same people playing the same way can shows different results based only on how they manage exp cards. If you donât know in wich levels you should save the cards, you will be punished. I see a point rewarding players who plan better their level ups, but punishing those who donât?
Also, this âplateauâ is not evident, people who doesnât search for the internet for the exp chart will have no idea what is going on. (as a lot of people even reported this as a âbugâ on the forums).
Not to mention the levels where it happens are totally arbitrary. it start at level 17 (why the hell 17???) then at lvl 47 (+30 levels), then at lvl 87 (+40 levels), then at lvl 137 (+50 levels) only then it happens each 50 leveles. If it was more like a milestone (lvl 50, 100, 150, 200âŚ) people could figure out without the need of external source.
They wouldnât flatten the curve if that change was made it would be a linear line from 1 to 600 which overall would be a increase. If they adjust the xp required for lvl 1 or 600 that would adjust the current chart as well making it always the option with less xp required.
Yeah, people that donât learn about the game before playing are doomed to fail. I am OK with this.
it was just a example. No matter how they make the chart, they can make it in a way that it takes less exp. Iâm just saying that this reset is not a synonymous of less exp. If they wanted, they could make a smooth table without this reset, that is less than the exp required nowdays.
The left chart is the current chart until level 20, in the right chart i just moved the values to be closer to the same valur (for example i put 1755 from level 17 between the 1691 and 2200). As you can see this is a smooth curve that have exactly the same total exp.
0012 - 0012
0268 - 0268
0462 - 0462
0702 - 0702
0990 - 0990
1326 - 1326
1691 - 1691
2200 - 1755
2640 - 2200
3120 - 2640
3640 - 3120
4200 - 3640
4800 - 4200
5406 - 4510
6084 - 4800
1755 - 5406
4510 - 6084
7318 - 7318
9765 - 9765
So again, those âlevel resetsâ doesnât means less total exp required.
And this is where your wrong. If you adjust the exp you have to adjust it on both tables to make it a even comparison in which chase the arcing table they made will be lower then the linear table again every time.
Man, itâs the SAME TABLE, i just reordered some values. Just do some math, both have the same total value, i just moved the lv 17 and 18 values to level 8 and 15. Are you saying that 60,709 is lower than 60,709?
First of all i thought you were talking linear but after re reading i see your talking smooth curve which is still wrong.
And i think the total value on those is 60889 is it not?
now to the issue with a smooth curve. The issue with a smooth curve is it works in this limited sample because you fit it to the xp values in that range. If you put the 2 systems against each other your curve would require more exp then the current system as curves get steeper at the end aka the more lvls the worse it will get. Now lets assume you take 1-600 and fit a curve to keep the total xp the same. Why do this because at this point the current system is better because its the same xp and is already in place hence requires no change.
the source is here: http://www.tosbase.com/game/exp-tables/base/. I didnât check the total, but no matter what you do it will still be the same.
[quote=âthebloodyaugust, post:260, topic:118984â]The issue with a smooth curve is it works in this limited sample because you fit it to the xp values in that range. If you put the 2 systems against each other your curve would require more exp then the current system as curves get steeper at the end aka the more lvls the worse it will get.
[/quote]You really want me to do it with the 300 levels and show that the total exp is the same? Itâs a math basic. reordering the values of an addition, do not change the result. It can be with a sample size of 10 or 1000, the order is irrelevant to the total. The total will be the same.
If you think otherwise, can you show me how the results are different? Because i fail to se how an addition with the same values can give different results.
