THe leveling grind will kill this game in less than a year if something doesn't change.

  • OP does not ask you of your opinion on YOUR leveling experience with the game. He points out a flaw in the way the game is currently implemented by GF.

    Fundamentally I think GF understands that it is a flaw, but their ability to implement any kind of solution is lacking.


    From what we have seen, they seem to take a hardline approach to "squeeze" revenue(ref. Cash shop energy packs/removed upgrade materials/pricing/etc)


    As a whole, Soulworker is a game that lacks endgame. You are "encouraged" to play as a group, but ironically the best way of progression(exp-wise currently) is through soloing/suicide maniac runs.


    Improving the overall beginner experience to try and improve retention rates is only a duct tape measure. All you do is prolong the time before they leave the game. Rather than aiming for long term players who invest in the game, I think their strategy is to make money off those who struggle, which directly conflicts with an easier game.

  • Im lvl 45, 3/4 manic gives 1mio exp and the replay quest gives another 1mio. when I hit 45, the main quest gave me 10mio exp. I actually feel the scaling is sometimes too much but I dont mind if I have to do couple runs less lel

  • You are probably correct, not only do they know it's a flaw they implemented said flaw...wait let me fetch my foil hat...so people would buy boosters from cash shop.


    From what I could see there is no exp books in JP version since its not needed there.


    The game got harder at some point on the KR servers and that version is what we got (ver 1.7 I think). That combined with GF cutting exp you get from mobs in half forces people into Manic and go for douche bag moves like leaving at last boss.


    I haven't played endgame in Soulworker yet but if what you say is true then why are we even playing, no honestly?

  • I don't think that the leveling is too bad. I'm level 42 atm, and haven't even been to the last area yet. I think the replay missions are a good touch, and once they reset it's a real boost to your exp pool. I disagree with the statement that leveling is better as a solo manic mission. You get an EXP bonus based on the number of people in your group. The only leveling issue I found was the lvl 1-20 range. Since there are no replays really at that point it was a bit of a grind to get there, BUT I wouldn't say it was terrible either.


    I think the whole discussion is a little relative. What I mean is, that I dont believe the XP grind is bad but I can tolerate any grind a little better than (what I believe at least) most others. My "not-bad" can be a "horrible" to another. If anything, I could see where the developers may want to either: increase the xp quests give in Rucco Town by like 20%ish or 2) increase xp rates by like 10-15%ish.

  • Your support is appreciated bro.


    I have been doing this for over 10 years, dealing with fanboys, trolls, irrational, or incompetent people on gaming forums. I've grown extremely thick skin and learned how to reply to each type of personality. Overtime you just learn how to cut through the BS/filler/fluff talk and deconstruct the core of their post. I've gotten really effective at doing this by arguing against so many types of people over the years and understanding how they tend to post.


    I just want whats best for the game, because I love the game too. And the leveling can be a much more enjoyable experience that's not straight up grinding 3,000 manics because there is literally no other way to get decent xp, which is ludicrous. The sooner they take this kind of feedback and make adjustments the better. This is an open BETA test for a reason, is it not? Of all times, this is the best time to provide your most critical feedback because things are most likely to change during the beta phase.

  • Leveling speed is fine. The issue is Energy, and since leveling is linked with Energy, expect no change.

  • Level speeds fine, when your at the start of open beta, and you catch the train. Now virtually impossible to find a group to do manic under 30. So I usually just get off, but love to heal think I'm like 22, not going so fast.

  • You take the time to quote his post but you do not read his post, genius right here.

  • a long time i did not think either that the exp gain is that bad

    but since i hit 50 some days ago it is a real pain

    i am 53 now (or 52 i am not even sure anymore)

    and getting 2-5 percent exp per mania ep4 run when you have to grind 50-60 percent after all quests are done just feels super slow

    on jp i made several alts (to cope with the energy system)

    i don't see myself making many alts here (what will make me pay less money becaue less alts means less costumes i buy)

    just a bit to grindy even for my taste and i played bdo ,warframe and ragnarok online for a long time- all games that are only about grinding- still they felt more rewarding- i think thats what this version of the game is lacking right now

  • Can't powerlevel like i did before i had no job and actually enjoy current system(or maybe i just don't care cuz i wait for my kawaii Iris to come out ;3). When you have to level up you actually have pretty straightforward goal - to level up. Doing this fast or grind your way through is very subjective. Today more and more young players grow up on such casual thing like easy difficulties, fast leveling and no-grind-experiences so they think "that's how things should be".


    You need to be more concerned about situation, when you level up in few days and end up with same boring stuff over and over again.

    Xzrz6va.png

  • That combined with GF cutting exp you get from mobs in half

    Did I miss something but where did you get this from


    I haven't played endgame in Soulworker yet but if what you say is true then why are we even playing, no honestly?

    Probably because people find the game fun and don't really care about any of that.


    On forums people are complaining about cash shop prices, especially hair, but ingame I still see a great number of people walking around with like $30 spent just on hairs, not including the fancy costumes they have.


    So people just like to be like that


  • game is fine

    kblY1QR.png

    Guildmaster - Sinous

    Thank you to Toast for making this banner my brother

  • The other versions of the game iv tried you get 90k exp for a lvl 13 dungeon we don't get that until the end of second city.



    You like having nothing to do in a game? I think you are alone there...There is always VRChat if you just wanna socialize or irl lul

  • Huh? I like having something to do in the game.


    At the moment it's leveling.


    I've gotten bored of games that basically make you max level in a week then you're stuck grinding the same 3-4 dungeons weeks/months on end to get some sparkly gear that'll be outdated by the time you actually get it.


    At least in the Discords I'm in with people on SW, it hasn't been that much of an issue that people would bring it up.


    There is always VRChat if you just wanna socialize or irl lul

    ?????lol

  • so it took me about 2h to read it all and it got inceasingly blurry for me with more people talking about other things that matter aswell. I am sorry if i miss the point here but the overall leveling experience for this kind of game at this stage is ok in my opinion.

    I will hit max level today and i had no real issues with the leveling process (played since 27.2).
    50+ is quite a strong increase of required EXP for the next level and you have to repeat some dungeons again. But before that not that much if you do the sub and repeatable quests. There is also some rewards for completing the cities which can distract form the whole grinding.

    Now to the topic of the smaller playerbase in the future:
    I think you have to realize is that this game is a niche game under the big gere MMORPG. It will always have a smaller playerbase than other games like BDO, WoW, Tera, Aion, C9! etc.
    The second problem here is that GF is publishing it (i hope no offense taken). I know quite a lot of people who won´ t even touch this game because of this.
    And the third point I don´ t have to explain anymore because many posts stated that the bigger problem is engame content.
    I also don´ t say it is perfect but it is fine for now until we get a new level cap.

    Now to the "simple" improvements you stated earlier

    "-Improving dungeon clear and quest rewards will greatly make the leveling experience more enjoyable. Have much more of that xp come from questing to reduce the necessary manic grinding."Dungeon clear rewards I would say yes because that lessens the "exploit" (what isn´ t an exploit) of clearing the dungeon without the boss. Quest rewards in form of EXP and dzenai? Not so much. Maybe in Ruin Fortress the strange lvl 52+ repeatable quests which you can run 2 times a day.



    "-Create less of a reliance on grinding manics to gain exp and gear so players will have more options to go about leveling (provide xp through crafting and other non-combat activities, similar to what Guild Wars 2 does)."You compare this game to other games that have a vastly diffrent approch to the MMORPG gere and even if they would do that how much exp do you want for crafting an item? And what other non-combat activities you mean? Sitting on the mat?



    "-Add daily quests which rewards xp that scales with your level and makes you run lower level dungeons, this can help reduce the "theme park" syndrome by giving you a daily incentive to re-visit lower level content, and break up the tedium of spamming one manic 50 times at higher levels."Makes sense to me if you just want some other enemies to fight but giving the fact that they would have to overhaul the whole EXP/dzenai/loot gain in that regard does not make this a simple change. And you still have your daily quests with the repeatable quests which gives you semi-premium currency. (I hope I got your statement right)




    "-Making normal/hard difficulty give decent xp can provide a great alternative for casuals and solo players who don't want to spam 3000 manics to level cap."

    Here you have to bear in mind that players will always take advantage of even the smallest things. If you increase the EXP/dzenai/loot of normal and hard why even think about running manic? If manic is too hard for someone so may be it. He/she/it should invest in eq to clear it, refine their dodging skills or overall awareness of the mechanics. With greater risk comes greater reward.


    "-Giving Steel Graves a hefty exp reward and level appropriate gear when you clear a chapter can also be a great source of gear and xp (I honestly don't know if these provide any xp rewards, never payed attention, but Im pretty sure they don't)"Well maybe. That depends on how you scale it. With your own level or with the level of the chapter? Could be possible at least. And for the gear... you get set gear out of it and you don´ t have to run any manics what do you want more? It is 30-60 min of free equipment/material farming every day. AND it is a challenge even higher than manic :P



    "-Slightly decrease the difficulty of content below level 15 to be more noob friendly, because...noobs."


    That is quite harsh to some players but yes and no. I of myself think am ok with dodging attacks but I also died in the very first dungeon on ch3. I think it should be addressed a little bit but not to the extend that you can faceroll up to lvl 15 with your very first piece of gear. The "noobs" have to learn how to dodge aswell :)



    "-Decrease overall game difficulty and decrease xp required to level to make leveling much quicker and easier for casuals, this is the route the JP version took."
    I completly don´ t agree on this one because JP and KR have another gaming mentality then EU/NA. You can´ t really compare them that much and if you only aim at the "casuals" you let the game faster die than everything else. It depends on what a casual is for you as a player and for GF as a publisher. Nowadays it becomes inceasingly blurry. The point here is you don´ t know what mentality the other players have and how they want the game to be.

    And btw for all other people please think about the games you compare soulworker to. A lot of them have fastly diffrent approches to their games. In my opinion C9 (Continent of the ninth) is the game that comes closest to soulworker. (I havn´ t played ToS, maplestory and games like that)

    I am sorry for the wall of text i always write too much that may not be nessesary :)