Edited by Kaillera, 08 July 2011 - 12:04 PM.
Feedback Wanted: Level difference and EXP gain
Posted 08 July 2011 - 12:03 PM
Posted 10 July 2011 - 11:08 PM
Posted 12 July 2011 - 08:30 AM
Posted 29 July 2011 - 03:52 AM
Posted 01 August 2011 - 07:57 AM
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.
Posted 04 September 2011 - 03:21 AM
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.
Posted 08 September 2011 - 02:25 PM
Edited by Okii, 14 October 2011 - 06:29 AM.
Posted 10 September 2011 - 11:07 PM
Posted 14 September 2011 - 06:20 AM
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.
Posted 18 October 2011 - 01:13 PM
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.
Posted 21 October 2011 - 01:55 AM
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.
Posted 02 November 2011 - 01:31 AM
Why penalize things that are fun to do?
Posted 15 January 2012 - 10:35 PM
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.
Posted 18 January 2012 - 12:41 PM
Posted 07 February 2012 - 01:31 PM
Edited by Mwrip, 07 February 2012 - 01:32 PM.
Posted 07 February 2012 - 02:07 PM
This will also help partying other players.
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