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Feedback Wanted: Level difference and EXP gain


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Poll: Feedback Wanted: Level difference and EXP gain (446 member(s) have cast votes)

Which frustrates you personally regarding the Level difference and EXP gain potential?

  1. Monsters that are too HIGH of a level compared to a character giving less EXP? (339 votes [83.70%])

    Percentage of vote: 83.70%

  2. Monsters that are too LOW of a level compared to a character giving less EXP? (66 votes [16.30%])

    Percentage of vote: 16.30%

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#76 Kaillera

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Posted 08 July 2011 - 12:03 PM

My beef with this game is the 1% or 3% exp penalty. I had to kill 150 or 450 magmarings to get back one death to a magmaring :waddle:

Edited by Kaillera, 08 July 2011 - 12:04 PM.

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#77 KataiKou

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Posted 10 July 2011 - 11:08 PM

Both are definitely a problem, but there's more of a problem with the HIGH option. I have a character that can take down Raydrics or monsters in Glast Heim. However, I'm stuck grinding on Dark Priests because they're within my level range. The challenge:exp ratio is completely off in many parts of the game, so there are very few options for those who specialize in killing a certain monster type (such as undead/demon). Because these characters are specialized, they can take on much stronger monsters compared to their current level, but the exp sucks, so there's no point.
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#78 Ceer

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Posted 12 July 2011 - 08:30 AM

The High Exp rule exists to prevent tanking, so actually playing your character is the best way to gain exp. Personally, I think the share range should be increased to 30 levels and the actual difference between characters of various levels should be cut in half. Also, double the level range of the peak on the exp graph.
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#79 Xord

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Posted 29 July 2011 - 03:52 AM

The 3% normal penalty is a tad bit too much but that is just my opinion. It could even have been 1 % normal and 0.5% VIP.
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#80 Ceer

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Posted 01 August 2011 - 07:57 AM

You're talking about death penalty when the OP clearly talks about exp gain based on kills. These are two totally different game concepts.

Also, since Valkyrie server came out (what is it almost 3 years ago now?) it's always been 3% death penalty for non-VIP/ 1% for VIP.
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#81 icy920

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Posted 04 September 2011 - 03:21 AM

I quit during pre-renewal. Came back when medusa turn in quest was an event, and knowing nothing. I made a new char and started to level. Killed some poring, poporing, and so on. Exp got slow afterwords so I went somewhere a little harder. After using so many pots just killing one monster and when I saw the exp I got from it, I was PISSED! Basically i killed something 2-3(maybe more)times harder and I gain the same exp of killing a poring that would give the same/ more exp...what the heck?!

So I would have to agree with "higher lvl monster giving good reward".

I'm not much of a solo leveling player. A majority of my charactors are dependant on priest and tankers. I love parties and having people there to accompany you while having a good time leveling. You get to meet new people and make friends! Now it's all solo, people will eventually get bored and will just quit. You just lost a customer! What are you gonna do about it?!

Let me ask you a question. What was your best Ragnarok days/era you enjoyed and missed the most? If you asked me, I would say: my best days was in early 2004 and when tranc class/biolabs came out. You knew almost every player in the game and everyone was looking for a party, the game was at it's peak and towns were filled with chats looking for party or just hanging out talking.
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#82 Okii

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Posted 08 September 2011 - 02:25 PM

Voted for low.

Edited by Okii, 14 October 2011 - 06:29 AM.

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#83 Kayoss

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Posted 10 September 2011 - 11:07 PM

Without a doubt the higher level monsters giving less exp is a problem. There have been plenty of times where I can't level where I want to simply because I know I won't get enough experience to make it worthwhile. If I can kill something I should get the experience for it, regardless of how many levels it is above me. That's what I think anyway.
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#84 Kadelia

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Posted 14 September 2011 - 06:20 AM

Party play was only valuable when tackling monsters too hard for you.

Because of the new soloing system of trying to find monsters your own level, making X lvl 140 monster soloable and Y lvl 140 monster require a party to kill doesn't really make sense, since they give the same amount of exp roughly. Might be easier to just make party-play situations involve monsters that are higher level. For example, the bio3 monsters could be lvl 155~165 and give considerably more exp. You aren't able to solo there, and that should be made clear by their level. But with a party of 8-12 people, you should be able to tackle monster 10-20 levels higher than your group's average level, due to the size of your team.

EXP penalty for going upwards on monster lvl would need to be removed obviously.

This game really needs monsters that are tough and long to fight like MVPs, but give crazy good exp. Like you and a party of 5-10 other people spend 10 minutes fighting this one monster and it gives everyone like 1.5m exp. With X3 and VIP, that'd be 40m/hr, just like mobbing hardcore somewhere. This is where single target high damage skills like hundred spears and whatnot would actually be useful for leveling.

Some sort of system where you can assume that anything your own level = soloing, and if you have a party, tackle stuff 10-20 levels higher, would be pretty logical and linear to me.
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#85 Mwrip

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Posted 18 October 2011 - 01:13 PM

I have no problem with the penalty for fighting under you. While fighting swarms of weak monsters in places like Orc Dungeon is a perfectly valid leveling strategy, the xp decline is very, very slow, and it doesn't plummet until you're 31 levels over the target. By that time, the exp would be so insignificant anyway that only a bot would notice the difference. If you're fighting stuff that far beneath you (and are a real player), you're clearly just after items, not xp.

Blocking exp on high level targets, however, is one of the major reasons the party game is dead outside of TI events. Partying is all about taking on challenging monsters that are too strong to solo, and by severely penalizing anyone for doing this, the game has effectively declared that partying is a weakness that should be avoided. That's not exactly a message an MMORPG should be sending. I realize they did it to limit leeching, but the damage they caused in doing so is not at all worth the tiny benefit.
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#86 La1234

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Posted 21 October 2011 - 01:55 AM

+1 @ MWRIP and KataiKou

That about sums everything for the too high level exp cap. I can say that's generally why most of my friends and frequently I, now that my char is a higher level, solo - it's still not worth it to party anywhere. .1% after killing 30-50+ monsters in any party more than 2 is almost depressing for the chars that are level 120+. The daily turn-in's are nice, but the amount of exp from focusing the TI's into just base/job is the kind of exp you should get when partying since you are actually able to party somewhere at least 15 levels higher than the group.
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#87 Ediblestarfish

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Posted 02 November 2011 - 01:31 AM

Just to add to the pile, I find it extremely frustrating that while duoing with my friend, we can tackle stuff that is way out of solo range (15+ levels) and is actually fun to do... except that the exp penalty makes it incredibly punishing on the road to 150. Even more so after transcending with more power, the sharp exp drop off when fighting high level mobs seems ludicrous.

Why penalize things that are fun to do?
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#88 llzarrockll

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Posted 04 November 2011 - 02:35 AM

higher monsters should give exp
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#89 HyuugaNeji

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Posted 04 November 2011 - 04:46 AM

I miss pre renewal. Blargh.
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#90 Hedonistic

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Posted 15 January 2012 - 10:35 PM

The main issue I and many of my friends have had is that the exp penalty at monsters over 15 levels higher than the player punishes the player. I can definitely understand the drop-off for lower-leveled monsters; I actually really like it, as it forces the player to move around and explore the world. But something like "oh, I need to wait 3 levels before I can viably go to this place" does the absolute opposite: it bars the player from exploring and experiencing the game freely. I don't understand the reasoning behind this, really. I could understand if the penalty was for monster that were, say, 30 or 40 levels over the player, but 15 is just far too close--especially considering the multitudes of innovative people who can make their gears and builds work to their fullest extent. These people should be able to challenge themselves more and push themselves farther.

It also undermines parties; I have been in a few parties where the characters are all in range of each other, but one receives far less experience because the monsters are too high for them. This is unfair and sharply detracts from the enjoyability.

The reward for killing monsters 15 levels higher is nice and a step in the right direction; however, knocking off up to 60% of exp for going 16 levels higher is two steps back and over to the left. A decent compromise might be making the experience 90 or 80% after, say, 25 levels, but otherwise, I really feel this needs to change (and, according to the poll, apparently others do too).

Edited by Hedonistic, 15 January 2012 - 10:36 PM.

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#91 CatMuto

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Posted 18 January 2012 - 12:41 PM

I voted for too High, because it would really be annoying if, after spending almost 10 minutes on killing a monster, I'd barely get any EXP out of it. If I can kill a monster that is a much higher level than me, I friggin' well want a huge chunk of EXP for it.

C-A
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#92 Mwrip

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Posted 07 February 2012 - 01:31 PM

Ok, so... this has been up for 9 months now. There's some debate on whether or not the low penalty should be kept, but consensus is almost unanimous that the high penalty should not. Is there any chance of seeing some action on the results of this survey, or will kRO not even do something this simple?

Edited by Mwrip, 07 February 2012 - 01:32 PM.

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#93 Yukyrie

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Posted 07 February 2012 - 02:07 PM

I voted for "Monsters that are too HIGH of a level compared to a character giving less EXP" I'm with those who have already mentioned this, but yes, killing a monster/monsters that are a higher level than you should give you the experience points that you deserve. Its frustrating to kill a high level monster and only gain a decimal when your about 25 levels lower than it. It gives a challenge to those who think they can try to kill challenging monsters thus increasing the fun power level to over 1006%.

This will also help partying other players.
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