Tree of Savior Forum

Understanding the EXP situation [Strawpoll Added]

Here is a chart of experience you need to level up at each level up to 100.

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Thatā€™s a really big chart. :frowning:

The first post directly points to falling behind on your main quest as a reason the EXP curve needs to be changed.

This does not at all imply that the poster wants the game to be quest-centric. You are making too many assumptions about the people in this thread.

If you donā€™t understand or otherwise disagree with my stance on why proportion doesnā€™t matter, then it doesnā€™t mean Iā€™m trolling or not reading the thread.

This is what youā€™ve said about ā€œproportionā€:

Itā€™s implicitly pointing out that youā€™ve got so many more ā€œto goā€ or itā€™s such a small amount of progress looking at the overall goal of max level, and thus the grind is unjustifiable.

Here is what I had to say about content proportion:

The current cap is level 200. Around level 31, when you start to reach quest walls, it takes about an hour of non-stop grinding to level up one time. The problem with this is that, at this stage in the game, you have very few abilities and map options, making it less enjoyable for the player.
You have almost NO content unlocked, and the game wants you to spend hours working with next to nothing just to unlock a sliver more of content. At later stages in the game when you are a higher rank and have access to stronger abilities and more maps to visit, this level of grind makes more sense. The player is then more willing to spend so much time to unlock more content because they have a lot to work with.

There is nothing here about max level being significant because we want to reach it. I mentioned max level because it implies this:

You have almost NO content unlocked

Lastly, the above is relevant because of the following statement:

Grinding for hours, then, makes more sense LATER ON in ToS, when there is more diversity in the content of the game. Classes will get more specialized and more maps will be available, so every single person isnā€™t forced to do the exact same thing with zero uniquity.

I will summarize this for you. The proportion of 30/200 is relevant because it shows that weā€™ve unlocked very little of the gameā€™s content. I then went on to explain WHY having no content to work with during hour-long grinds is bad. Thatā€™s the only thing i mentioned about max level. I never said anything about max level being a goal, and that is the only thing you seem to be arguing.

I really donā€™t appreciate this kind of derailing, especially when you refuse to understand the point Iā€™m making.

Youā€™ve both misunderstood my point and gone off on a tangent about modern mmo culture, whilst saying that you agree the exp rates should be changed. If you agree that the exp rates should be changed (which is the sole purpose of this thread), then you are the only one derailing.

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Wow, thanks for that! Very interesting. It seems intentional. Do the peak levels correspond to unlocking anything new? This could be a very simple change to the EXP curve to fix the gamefeel, and not require much multiplicative modulation.

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People talking about the max level cap doesnā€™t mean they say that the right way to play the game is to get to max level. They point that out can be for vary reasons.

As for ToS, I feel like the game will be much more fun when people get into a reasonable high level (so they will have more interesting and vary types of classes, characters and in-game roles as well as maps to explore, etc). But before that they have to face a hellish grind, thatā€™s just wrong.

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This chart seems odd

It most certainly does.

Didnā€™t read through everyoneā€™s post but I just want to get this out here, so apologies if someone has already mentioned this.

I feel the exp ā€œcurveā€ should be structured in a way that allows for players to level through quests and grinding throughout the entire leveling system, leaning more towards the grinding aspect of the game in the very late levels.

The idea I had in mind was to structure the leveling curve in tiers, where each tier would consists of level restricted quests but there wouldnā€™t be enough to pump you into the next level tier, this is where grinding comes in. To put into an example of how this would work, say youā€™re at level 29 and you just hit level 30. Youā€™re now able to take the quests that was level restricted in area for characters of level 30. The amount of quests (or the exp rewards they give, whichever you prefer) will be enough to take you up to 37, after that youā€™re left with about 3 levels where you canā€™t get any new quests because theyā€™re all locked at level 40. This would create the need for players to start grinding.

Iā€™m sure there are people who have already pointed out why grinding can be a good thing, why it can also be a negative issue so Iā€™m not going to repeat what others have already said, but I will say that I support grinding as long as Iā€™m not doing it for more than 2-3 hours at a time. I think anything beyond this time frame for me stops the feeling of progression, which is important in keeping players active and interested in the game.

Before I end this post I want to also promote grinding just a little a bit and highlight to everyone just how wonderful grinding in this game could be (or already is).

  • We have blue mobs that gives everyone that spike of joy when a party member kills one and you see 127863763 exp on your screen.
  • The level up effects that just knocks away all the mobs like some comet that landed out of the sky can be seen by everyone followed by the occasional gz m8 on lvl88.
  • Mini bosses that spawn to ensure you donā€™t fall asleep!
  • Skills that synchronize well for grinding.
  • Pulling Mobs together and seeing that big overkill appearing once in a while.
  • A LFG System thatā€™s so easy to use.
  • Insane Mob Spawn rates to ensure your mp is never full.
  • And of course more that I canā€™t think of right now but iā€™m sure itā€™s there.
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I never said people are suggesting the game be quest centric. Just that people are asking for quests to fill the space of grindingā€¦ ie. that you ā€˜donā€™t fall behind on your questsā€™. I donā€™t want to have to ask you to point to where I say people want it to be quest centric, since what I said or didnā€™t say is seperate to the topic at hand, but since you keep insisting Iā€™m saying that.

Perhaps Iā€™ve communicated poorly but it seems that you still donā€™t understand my point about proportion. Your objection to what Iā€™ve said stems from the idea that ā€œ[itā€™s not] significant because we want to reach itā€ but that is a misunderstanding of what Iā€™m getting at here.

Proportion isnā€™t the wrong way to look at it because of maxlevelitis (although that is related to the problem), itā€™s the wrong way to look at it because proportion only matters if you have clear information about what the proportion means.

Consider a game that gets grindy at level 10, and has over 100 levels. Sounds bad right? But we really have no idea what that means from the point of view of the dev goals of the game. It could be that, in that game, the average player isnā€™t really intended to get past level 20 with casual play for a few months. Levels 20 through 100+ is bonus content awarded to those who are hardcore, or who have simply played one character for a long time. High levels in this game are an achievement.

If one then complained about the game being grindy at level 10, because the max is 100+ it would be ridiculous. Why is it ridiculous? Because by even mentioning the level cap youā€™re implicitly making the assumption that the design goals actually care about max level. 30/200 or 30/600 is meaningless in this context, without knowing exactly what the devs intend for the average player. This is not only the wrong way to go about it, but if you donā€™t mean it this way it is miscommunication the devs might take for true criticism.

I really donā€™t see how disagreeing with what people have been saying is derailing the thread or being off topic. If I donā€™t take the exact opposite stance in a debate Iā€™m derailing? That is absurd. Just because I agree with the basic point doesnā€™t mean I agree with everyoneā€™s comments here, and disagreement should always be voiced; especially in the case of beta testing and game suggestions.

This conversation on derailing is clearly contributing to the derailment of this topic, at least within our conversation. So lets try keep it out of further conversation why donā€™t we? We simple donā€™t need ā€œYou didnā€™t read the threadā€ or ā€œyouā€™re trollingā€ comments in threads dedicated to constructive criticism.

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By the way, did they change something? I am leveling significant faster than yesterday.

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Did you get over the hump in the curve on that graph posted by Garfy?

Personally if it gets grindy I recommend getting on skype or vent with friends and just talking and socialising while grinding. You can do that in game too but I find it easier with voice chat.

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I keep telling people this. The cleric is fun OP! And Iā€™ve been 2 shooting every mob Iā€™ve come across and all I have to buy bis mana pots.

  • everything exploding into corpse-y bits after you kill it
  • violent but awesome screenshakes
  • awesome headgear quests that give you more incentive

honestly, I was super impressed with how fun they managed to make grinding

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I didnā€™t. Still level 35, leveling on the same place with the same EQs. Jumping around for 10 minutes and getting as much EXP as it took me no less than a hour yesterday. Grinding feels much rewarding and satisfiying now.

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Game is great but logged in for two hours before work to try and get some job levels I got 1ā€¦ in two hours of hardcore grinding I got 1 job lvā€¦ from lv8 to 9

Iā€™m on my first class change so Iā€™m at swordsman 2nd circle. Seems a little hardcore haha :slight_smile:

Still I will say game is dam FINE!!

To get 1 character to max level? The appropiate time should be 5 months-7 months(AT MOST). Keep in mind I want to try all 80 classes and their possible combinations(I mean whats the point of making 80 classes if u dont want your players to try/use more than one). Lets just say i want to max 4 classes(one of each basic variation). Itā€™d take me a little less than 2 years(considering the time i wrote before). But as it is right now? maxing a character will take around 1.5-2 years, of intense grinding(not even casual). At 25, its taking people 5 hours to get 10 levels. Now adjust that to the higher levels. At level 100? Itā€™ll prolly take 1-2 days for a level unless you get a ā– ā– ā– ā– ā– ā– ā–  blue mob.

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Is that experience needed for class lvl or char lvl? Because I could see the reason if it was for class lvl. So you could get new point for your new skill. Nothing interest me more than a new skill to try.

i like slow grinds, but so far i havenā€™t found anything else to do other than grind. i may just be missing things but it seems like you canā€™t take a break to kill bosses or go crafting (when you get recipes at random).

I can only imagine thatā€™s for Char level. The drops donā€™t match up with the levels new circles are gained (every 15 levels). Thereā€™s no drop at 31, no drop at 61, no drop at 76, etc. Either way, that is one messed up ā€œcurveā€

people need to understand that the slow exp rate shouldnā€™t exist in the beta ā€¦ we want to test the mid/end-game ā€¦ we donā€™t want to be stuck at early levels until the beta ends ā€¦ exp should be like the korean version ā€¦ why the hell is it different ?

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