Increase dungeon completion exp

  • So there have been multiple posts discussing the way leveling is handled in the game, and although people do bring up some decent points, it still ends up devolving in to a boxing match between differing opinions. This suggestion is based mainly off of two threads I was reading through somewhat.


    Grinding for levels is too much

    Leaving parties in order to maximize exp gain


    I wanted to propose an idea that would try to bring both sides to a compromise, as well as being something easy enough that it is possible for Gameforge to implement. I don't know exactly what they can or can't do so it's based on my own assumption (considering they have double energy weekends and that kind of thing).


    It's nothing too fancy but my idea is to just increase the exp/gold reward for clearing dungeons to a value that will both make it easier to level (but not too easy. I don't mind the grind). But also wouldn't force people to have to clear dungeons easier. Just to make it look like an overall better option.


    I'm thinking something like 75% of the exp and gold from clearing the dungeon up to boss but minus the current completion bonus as the new dungeon completion bonus. This way it means that leaving the dungeon by killing yourself is still the most efficient way to purely level up, but because the exp gain is only slightly smaller, you would tend to choose just completing it straight out to save time, sanity, and get some extra drops/achievements in. At the same time, for those who do not kill themselves but also don't like how much of a grind it is to level get it a bit easier now with increased exp gains, but not to the point that it makes the entire leveling process too much of a faceroll get-to-55-in-3-days snoozefest. I feel like one of the main selling points of this game right now, based on input from my friends both online and irl, is that it doesn't baby their players to cap and then they don't know what to do. It takes some level of coordination and effort to run dungeons that many other games lack until endgame raids.


    I'm sure this has probably been proposed before, but at the moment only the shouting match threads are actually getting a lot of attention.


    If this isn't the case, and there's a thread like this already, feel free to lock it.


    Thaksn.

  • This would fix two issues:

    The first one is the low exp rate

    The second one is the amount of players who, because of EP/exp rates, queue just to quit the dungeon before the boss, sometimes leaving you alone against a manic boss


    So I guess an higher dunegon completion exp reward would be the best way to make it easier to level up, which goes to the same question everyone is making threads about: Are exp rates too low?

  • This could be a pretty good idea, but honestly what makes leveling such a slog is the pacing of how you progress through the story. Almost every time you open up a new zone you have to back track to an old area to farm an old ep. 4 multiple times to open up ep. 1 and ep. 4 or the new zone.


    With that said i would personally like to see areas only having a single level gate instead of 2 or 3 within an area on top of your suggestion to add extra exp for instance completion. This way leveling progression isn't as jarring and boring as it is now.

    qk24OWM.png

  • Bosses should drop double the loot they do and dungeon completion should provide double the rewards it does.


    That's just a start to fixing the plethora of gameplay issues the game has.

  • the lack of content is why they will never do this imo. if it wasnt for that one issue this would be a great idea

    I tried def need me a signature

  • I think all they really need to do is increase subquest exp rewards. That's really the main reason why players have to repeatedly re-run the last episode and die to boss because subquest give just as much as the last episode plus more if you're using XP boosters. Also, DON'T have subquest locked to just Normal Difficulty. You really should be able to do "Normal or higher" because It's a pain to have to go through normal again because of that.


    And also what's with Lvl 52 unlocking a bunch of Lv 46 quest? Can't believe I actually did all those subquest when it really should have been done when you're 46.

    Edited once, last by Koumaru ().

  • I am not sure if this solves the issues mentioned in those threads. I am not against that idea, I really like incentives to git gut. But maybe instead of simply just increasing the amount we can add additional multipliers? Like for using few and no consumables or only getting hit a few times and not at all.


    To make people always complete a dungeon we can just subtract energy even if they leave after dying. This still look like it's unintended to me, because why don't you keep the energy when you leave via the menu?


    I personally prefer if a game give me something as a reward for a challenge. It makes the whole experience more.... well, rewarding.

    And also what's with Lvl 52 unlocking a bunch of Lv 46 quest? Can't believe I actually did all those subquest when it really should have been done when you're 46.

    Sounds like a bug, try to report it if you haven't already.

  • i would liked the game more if we all still level 15 after more than 2 weeks from starting and all Europe in one server

    and we have fun while getting low exp and you find 100 player on every instance door xD , the chat is full and the GM can focus on one server to ban/kick the gold bots an maybe the GM show up like once in the week give us buffs to level up ad we all run in the instances to level up


    [old times mmo]


    i am not against exp increase it's already high and the grinding for exp make the player feel sh$t

    there is no point of the grinding for exp after level 50 i don't know what they were thinking about when they decided making this :|

  • I think all they really need to do is increase subquest exp rewards. That's really the main reason why players have to repeatedly re-run the last episode and die to boss because subquest give just as much as the last episode plus more if you're using XP boosters. Also, DON'T have subquest locked to just Normal Difficulty. You really should be able to do "Normal or higher" because It's a pain to have to go through normal again because of that.


    And also what's with Lvl 52 unlocking a bunch of Lv 46 quest? Can't believe I actually did all those subquest when it really should have been done when you're 46.

    that sounds more like a bug tbh lol


    I'm in the area and I noticed the forgotten armory or whatever it is has no manic quest for some reason.


    I could use it right now as i grind to stage 5 in that area :/


    As for your suggestion, I believe you mean side quest? Or you mean story in general? I feel like the story quest gives quite a nice amount as it is. Side quests can use some tuning though, because at the moment the values they give are too all over the place. I don't think they should give as much as story at all, but it could use a bit of an increase. As it stands, there's no reason to do them really besides achievements and very few that give some decent rewards.


    I am not sure if this solves the issues mentioned in those threads. I am not against that idea, I really like incentives to git gut. But maybe instead of simply just increasing the amount we can add additional multipliers? Like for using few and no consumables or only getting hit a few times and not at all.


    To make people always complete a dungeon we can just subtract energy even if they leave after dying. This still look like it's unintended to me, because why don't you keep the energy when you leave via the menu?


    I personally prefer if a game give me something as a reward for a challenge. It makes the whole experience more.... well, rewarding.

    That doesn't sound bad either, but I'm mainly trying to make suggestions that I assume are easier to execute. Doing something like modifying exp gains based on something like hidden quests in the dungeon might be a bit too much to ask for.


    Bosses should drop double the loot they do and dungeon completion should provide double the rewards it does.


    That's just a start to fixing the plethora of gameplay issues the game has.

    I'm not sure how exactly that'll help.


    Values need some tuning, but just doubling everything you get because you think it's too low right now might not be the best approach. I might be more inclined to agree if you can give reasons why this could work besides "more is better."

  • Yeah I was think too, that it might be a bit too much. However it would be possible to suggest both. Well I should probably make a different thread for this then...

  • Yes it's the sidequest (The Blue !) I'm talking about. The Main Story quest gives quite a lot of exp so it's fine where it's at. Sidequests on the other hand, barely gives you like 3-6 % exp of your level of that specific dungeon you're running. Those give as much as a maniac run. It wouldn't be a problem if you're able to pick it up on the side while you do your main quest, but the main issue is that you have to clear the episode first and then re-run it again to do your side-quest. Even MORE annoying is when it's difficulty locked since running anything less than Maniac give way less, hence the inefficient use of EP for those concerned. At this point I'm not really sure if it's worth backtracking just to do the sidequest at 50+.


    As for that phenomenal occurrence, I'll probably level an alt (since I plan on doing so) and see if it happens again. Didn't take a screenshot and I'm not sure if it's because of quest requirement since I did level up in town so I don't want to report anything false.

  • I'm not sure how exactly that'll help.


    Values need some tuning, but just doubling everything you get because you think it's too low right now might not be the best approach. I might be more inclined to agree if you can give reasons why this could work besides "more is better."

    Because the base reward for completion is like 1/10 of what you get from the dungeon enemies to the point where it's MUCH more energy efficient to die at the boss and re-do the dungeon over again rather than have the other half of your energy consumed for nothing but an item drop.


    Sidequests also need to be significantly increased in their rewards. I'd attach a screenshot of the exp this similar level quest gave me, but I appear to have misplaced one part of it. The sidequest (around level 21) gave 2% experience. TWO PERCENT. You get 20x more doing a single dungeon.


    Edit: SW Sidequest exp.png


    Level 41 sidequest, giving equal experience % as that level 21 quest I mentioned. Not even 2%.

    --


    In the current state you're forced to run the same dungeon over and over and over and over again just to level up to get to your next mainquest. This is awful game design and not fun for the majority of people.



    Edit: SW Cash shop reward.png


    Clearing that dungeon provided 1/14 (or 1/13 if it's included in total calc?) the experience and no Aether, but a sizable amount of money.


    SW Boss drops.png


    The boss dropped jack %*@#.


    The item reward from the dungeon was exactly the same as what the boss dropped, or a simple salvage material; almost worthless.


    Meanwhile, the reward from the cash shop decoders provides you with something you can only obtain after hours of grinding, be it from rare RNG Grutin spawns or one-time-only progression rewards; not from normal enemy/boss drops. This is a sick joke.

    Edited 7 times, last by DAOWAce ().