This thread is a discussion, if you have a valid point, I’ll add it to the OP.
If you disagree or agree, please reply and give a reason. This way IMC will have this data from us.
Note: The majority of us do still want some form of grind, and don’t want this to be a quest-centric theme park MMO, however at the current rates, it is unbearable.
Now the exp rate is a mess. Why?:
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You fall behind largely on your main quest, yet they still allow you to do it and fight bosses 15ish levels higher than you. If you think the bosses are too tanky or you run out of SP in boss fights too fast, it’s because your under leveled, because exp is currently really messed up.
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But grinding is fun, I like grinding and grindfest games!
Cool.
This game can be a grind fest, it works for this game, that’s alright. In fact it caters to people that like to grind or quest with the hidden quest and sometimes the hidden boss quests.
But with the current exp scaling, you hit the grind wall in your first hour or 2, around 24. There’s 200 levels in CBT, and possibly 500 in total. There’s 0 reason to hit the wall that early, and the wall does not seem to ever go away (except at some level intervals because level exp scaling is broke).
Most people will leave upon hitting that wall on day 1. At least allow players to reach rank 3 so they can effectively grind.
- Blue mobs give so much exp, I level 321321 times!
Interesting, leveling so much from a blue mob is nice. But the levels you get from it is ridiculous. Everyone currently is just hunting blue mobs, or grinding in a spot where one will appear. What kind of diversity is that?
Solutions:
- Change the EXP rate. Raise it up. At the very least change the EXP cards to 3x. This assures players are near the level range of their quest AND allows for those really fun grind level ranges between main quests that jump levels often. No, you won’t reach cap in week 1 this way for anyone that somehow get’s that idea from this.
- Change blue mob mechanics. There is no reason for it to give multiple levels. Instead do something like this:
- Blue mobs give ~20%, no more than 20%, if they are 4 levels above you, 2 levels below you. Then it scales down hard to maybe 10%.
- Make them slightly more common.
This makes it so the blue mobs a nice boost every now and again, but you can still grind where ever you’d like effectively. With the current system, not only are people only hunting blue mobs, if your ahead of the group, you’ll stay ahead massively by just hunting all the blue mobs
@STAFF_Shawn has responded here:
To sum it up, IMC is aware of the situation, the purpose of this test was to see how x1 base rates worked on an environment that was (or should be) unaware of the KCBT rates. This is also the first testing phase, so there isn’t a reason to have much higher rates this phase, as it wasn’t the objective of this phase.
Please put your input here, even if you have already replied. IMC has already replied, but perhaps this can offer them more data
What should we do about the exp scaling?
http://strawpoll.me/5136693
How should IMC handle exp cards?
http://strawpoll.me/5136711
How should blue mobs be handled?
http://strawpoll.me/5136723.
Here is an exp chart (credits to @Garfy) so you can compare the exp your getting, to the exp required (yes there are odd levels where the scale goes very low, this is usually when you get class level 15):