So. There’s no denying that Tree of Savior is story-driven and will always be somewhat linear due to the main quest line. However, I REALLY find the EXP scaling unnecessary. Playing through the set path to max level is going to be entertaining enough the first time, but what about when you want to make another character? Or if you want to help your buddies level? I realize at this point it’s too late for you to actually give us a naturally balanced stat system and you have to rely on level scaling for damage and things, but–
Have monsters give fixed amounts of EXP based on the MONSTER’S level and/or difficulty. Make party EXP based on even share within 10 levels or contribution. Allow people to come up with ways to farm their favorite monsters or in their preferred areas. You could even have a bonus EXP system for killing a monster within a certain amount of time and/or overkilling them. With the level scaling in place, you don’t have to worry about people farming monsters hundreds of levels above them, because they just won’t be able to damage them even if they can avoid dying. But DO NOT PUNISH CREATIVE PLAY for people that wish to kill more challenging monsters.
Also, ‘rare’ drops seem to be completely unrewarding. Unless there are very rare drops that I just haven’t seen yet, you can easily get a gear drop per 5 mins. Which with the current potential system is probably necessary. But you guys are completely missing the entire point of an MMO. You’re so intent on PARTIES PARTIES PARTIES you fail to realize that people interact in more ways than just cooperative battling within an MMO. Lower drop rates on rares and remove the Potential loss when trading gear. Upgrading and socketing are expensive and punishing enough without the extra burden of being unable to share or sell the gear. Many players REALLY enjoy farming for rare drops and increasing their value via overupgrades. But in general most drops are much too common to have real value. Most of the items on the marketplace are barely priced above their NPC resell value, which is ridiculous. Because the gear IS useful to people. It’s just too easy to come by.
RECAP! :
- Fixed EXP from monsters, possibly with additional bonuses for efficiency and/or overkills.
- Balance EXP gain within parties: option to even-share when within 10 levels of other members, or based on damage contribution.
- Lower rates for ‘rare’ drops, but remove penalty for trading gear.
This game is beautiful and the overall gameplay is extremely fun. It’s very easy to get into and just enjoy your time. HOWEVER, the longevity of the game is definitely going to be compromised by the forced, totally linear progression. Remember: WE ARE THIRSTY FOR A GAME THAT IS FUN AND REWARDING TO PLAY AT ALL LEVELS.
