Tree of Savior Forum

Wabblet's High Level EXP Rate Feedback!

Now I’m not against OP’s suggestions in the slightest. But I’ll say it again right now since this thread is pretty popular.

The rates themselves are not fine at all. 100 is not a high level and OP grinded for a very long time to reach that within the week.

The total required exp to reach 100 is about 13,000,000. Level 100 mobs probably give an average of 200 per kill so for his later grind he was probably getting 170-230 per kill.

Level 186 is 5,300,000 exp alone. Monsters around that level give about 300-330 exp. That’s almost half his total exp spent leveling, while only gaining about 50% more exp than he was gaining almost 90 levels ago.

The total experience to reach 200 is 206,000,000. the 13 million he gained reaching 100 is only about 6% of that exp, while gaining at most twice said exp from normal mobs than you were getting 100 levels ago. And that’s only 200. Monster exp scaling does need to improve, along with many other suggestions.

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All you’ve had to say thus far is bashing people who enjoy investing a lot of time into a game, being extremely hostile whilst doing it. If anyone here is being an ass it’s you - Grinding can be fun especially when you make it like that, I don’t go nolife for the reason of gaining advantages over other players (though I won’t deny there are many benefits) but I enjoy pushing myself too see how far I can get.

You’ve been launching insults left right and center mate - maybe if you were a little more respectful and worded your arguments in a way that didn’t make you come off like an ■■■■■■■ it wouldn’t be an issue.

Also, just because I CAN nolife a game by grinding, doesn’t mean I can’t also be a hardcore player that minmaxes & strategizes, the two aren’t mutually exclusive, in fact they’re usually tied together.

P.S. The only fanatical one here is you, with your inability to look at things from a different point of view.

/thread

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I would also recommend not replying to cosx anymore.

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Great write up of the experience system, I was only with a friend played a few hours a night but levels were coming as quickly as I expected them to. Too many themeparks out there right now that push people to max level within a week then they get bored and quit or grind a different way as “end game”.

Maybe the leveling grind that some people hate so much can be partially lessened with the use of cash shop items, then they can rush to end game and grind but without that pesky exp bar. =)

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I will admit i played the game for many hours to reach level 100. In total i’ve also spent a good 12 hours to find new grind spots and roughly 2-4 hours to find weapons/fight world bosses for gear. So that’s practically a day’s worth wasted to understand the game. Had that not happen i could’ve gotten 100 even earlier. But thats besides the point.

Back on topic, I cannot speak for the future level content on the exp rate as i didn’t get a long enough test period to reach it, but until we get to test that, i will say level 1-100 is at an enjoyable rate and should remain the same.
Maybe next iCBT we can get to 200+, i will definitely leave a feedback as well.
I understand the exp needed increase drastically as you get higher level, but one can assume the exp given by the mobs at higher level would be enough to level you at a decently fast pace, given that you have a optimal grind spot. Which still comes down to all my listed suggestions.

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Hm i don’t know about a cash shop exp boost item. It can make a lot of money but it will destroy the QoL for the game.
If there is a lot of people complaining about exp rates being too low, you don’t think people will complain about exp boost? But there will always be those that complain about every little thing.
Personally i don’t feel this game needs such an item to boost exp, is all i’m saying. If they include the things i listed the QoL of the game will become better naturally and people can level with more ease. But that is just how i imagine things and its my opinion =X.
Edit: Oh and the most important thing, Exp boost can destroy friends playing together. One person can get exp boost and he’ll be level 60 and his other 4 friends are going to be 50. That destroys everything. I’d rather not have any sort of exp boost. >.< Think about it for a second, its not a good thing :open_mouth:

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Personally I’m fine with the grind up til about 100 as well, but I can also see that a ton of players will outright quit from the grind before making any real progression on their classes. I think the first real walls shouldn’t be as early as the 40s when you’re still circle 2. I think the wall in the 60s is fine since you’re at least circle 3 and then the wall at the 90s is fine since you’re circle 4 and have a lot of fun options available to yourself by then and some good build ideas for the future.

The other issue I have with the rates were that this game promotes making multiple characters, many of which don’t get any different until about circle 4 and many of which are ‘merchant’ types like alchemist. but they’re locked behind circles 5 or 6 which at this rate would take a long ass time to get to. I mean imagine if Guildmaster ends up being circle 6? iCBT wouldn’t see guilds for months

Interesting, i understand the point you are making but wouldn’t things be resolved if they opened up-for example, level 40 has a new grind spot. (Adding more density/spawn rate to those level range of map to fit 5 mans) People will go from spot to spot to efficiently grind their way up. Imagine meeting new groups, new people and new friends because you go from one spot to another. The wall at level 40 really does deter people from playing, but if you already give up at 40… i don’t know what to say. Getting to level 40 only takes at most 5 hours or less if you know the optimal route.

I think EXP Rate is just fine. I agree with almost everything you said. I got lvl 70 at iCBT, and not spended all the time i wanted.

I would like to give one more sugestion for the problem. What about 10 man party, instead of 5?! Larger party is funniest, will have less fight for mobs and less ks … and you can play with all your friends if you have more then 4. If you have more then 9, well… you got a problem. :stuck_out_tongue:

If im not wrong, at th first Kr CBT, it was possible to make a 7 man party. That was really awesome!!!.. 5 is too few people. :frowning:

This game, for me, is about Grind, grind and grind. So let’s grind with a lot of people!!!

Yay! \o/

PS: Sorry about my english, hope you guys understand.

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“BoostingXp Items” would ruined the essence of the game. Some 30-50% Xp boost scrolls could be admitable, but none more. I hope they’ll find a wiser way to boost xp a bit. #AbaPayToWin.

You gotta take into account the chance of somebody not finding any blues. or simply being unable to kill them.

I’m not sure if you ever encountered this problem but when there’s 3 or 4 parties in an area and a blue spawns you’re very unlikely to be the ones to kill it.

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10 man parties will not work for this game. If you have ever been in a party, 5 man is already chaotic enough. You first need to understand the partying exp in this game. Its split and you have to be within a screen to receive exp. Imagine 10 people… 2 can go west 2 can go east 3 might go south 3 might go north… GG you would have to stay within a screen distance to receive their kills. What if you’re in the south group and the north group has a range dps that shoots things from his range distance, you’re boned. You get 0 exp. Not only that, split exp will become so little that you’re better off soloing. >.<

The total experience to reach 200 is 206,000,000. the 13 million he gained reaching 100 is only about 6% of that exp, while gaining at most twice said exp from normal mobs than you were getting 100 levels ago. And that’s only 200. Monster exp scaling does need to improve, along with many other suggestions.

Right, but this isn’t an issue with the rates, like we’ve said, it’s an issue with how per mob exp scaling works. The rates are fine. It doesn’t matter what arbitrary number it takes to get from X level to X level, what matters is how fast your per % exp per hour is.

For example, if it took 1 week to hit 100, and if the mob exp scaled properly, going from 100-200 could also take a week.
And then 200-300 is another week and maybe +1-2 days, and so on and so forth.

Ideally hitting max level while nolife’ing it in 2months to me is a perfect range, or maybe even have it so when you hit lvl 550 in 2months, the last 50 levels take 1 year+ to get.

Leaving something to always work towards is the lifeblood of MMOs.

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Sorry i’m actually confused on whether you agree with my suggestions or not lol. I feel like you agree with my suggestions but… i don’t know i’m confused xD
Let me start again, all the issues you listed can easily be solved if they open more grind locations, We both agree on this point? If they open more grind locations chances of each party finding a blue would be higher because it’ll be less contested (Not everyone will be in tenet gardens because its the best place to level for level 30-50ish in iCBT). Make the thresh-hold for the system to create more channels lower, system should create an abundance of channels for at least 2-3 parties per channel.

Im aware. I forgot to mention that i think IMC should increase the range of EXP shared.
:yum:

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Hi ! Well i will try to be quick about this post (because of my bad english).

I think xp rate in groupe are more and less “ok”.

I wanted to make a Monk => Clerc => Clerc => Clerc => Pala => Monk , so a full based STR Clerc.

And started playing alone without groupe , so it was not so hard early game 1>25 , but after xp alone in good condition, is nearly impossible (even more with a Clerc STR based , with no AoE Spell )
But the problem was , i wasn’t realy able to find a groupe , because early in the game i was ahead of most player , and didn’t have friends =’(

So the result was that i was “stuck” for being alone ,I was able to do Boss alone and the main quest without problem , but i wasn’t abble to just xp ,so i end up lvl 60 clerc 3.

Adding a way to make xping alone more rewarding would be nice (easy exemple : Mobs give more xp but lower the party bonus xp ) .

For info i was part of the early “high” lvl in the game , and even groupe with you i think

Exp scroll can be good and bad , the things is people who work and have activity or even kids can’t play more than 1H30-2H per day, would take age to get rank 6 or even higher.

And i think as we all can already see a lot of people are comming from ragnarok online , and people who play this game in the early years are now 23-24+ , and that’s why they are not satisfied with the actual exp rate, simply because they don’t have time to discover the game, there is 80+++ Classes , and i don’t talk about all the different way you can chose for you build , and they will be stuck with 1 char , trying to grind lvl day by day for a years for finaly be able to do something with them.

I understand that hardcore gamer want to a dificult game , i like dificult game too , but I can understand that people don’t want to play a game where they have to play for years for 1 char , and imagine if this char “suck” , how frustrating it will be for them =/.

@dafuzzykoala The exp monsters give are the rates. You’re talking about the exp curve.

If the rate of exp is too slow for the curve then one of the two needs to be fixed. The end result is the same either way. 1-100 took a week, but 100-200 would take a month or more at the exp rates we have at his pace. The game does not use linear progression and was never intended to. It’s similar to how the exp to go from 1-94 in RO is the same as the exp from 95-99. The higher you go the more and more it takes to level and the less and less you gain per kill. You need to stop thinking it will be linear because it isn’t. And the game isn’t built around ‘close enough’ being 100 like how being trans 90/70 is fine in RO. “Close enough” will probably be around 500-550, assuming we can do more than 1 damage to the monsters around 600.

@vitadrink469 Like I said, I agreed with your suggestions to lessen the population density and such. I just don’t agree that the exp rates we had are fine. It’s all been datamined.

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I see you got a picture of my 3 man group i had going xD Yeah i remember you! :stuck_out_tongue:
Yeah i understand about the whole party thing and about the friend issue too, but that is why you go make more friends and grind parties allow you to meet new people and they will become your potential gaming friends!

Your English is fine, i understand it quite well! Don’t be shy and just go out there to find more people!

P.S. I am 25 and i’m satisfied with the exp rate =’[. Am i weird? ;_;
All jokes aside, i feel if people would actually play the game and not complain because you reach the first “Curve ball” or “wall” then you’ll notice that the exp rate is fine the way it is. Too many people kept comparing the exp to KR CBT, “KR CBT has more exp, this is too slow, its wrong!” How do they know the KR CBT exp is actually the real rate for release? Nobody knows. So i’m going to say the rate we had for iCBT is a good rate for release.

Edit: You keep adding more into your post! :open_mouth:

While I don’t really mind the EXP rates but your solution essentially resulting in increased EXP gain per min/hour/whatever since youre able to grind efficiently with proposed solution.

An easier solution is just increase the EXP rate and problem solved. Both solution lead to the same outcome but increasing the EXP is much easier to be implemented.