I don't know why for each level the amount of XP needed is a lot more than before AND the XP gain also decreases as you level. Having these 2 factors together make leveling exponentially less enjoyable. It should just be one or the other not both. You can scale one or the other so that it equals to the same amount today. For example, scale the XP to next level to be higher but have no XP penalty OR have the XP penalty but each time you level you need the same amount of XP as before. First approach would makes more sense out of the two. Another way to put it is each monster type and their levels always give a predefined XP when killed regardless of your level.
Dernier bump le 29 juin 2025 à 08:39:39
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Posté parstormyrain#7669le 28 juin 2025 à 02:23:00
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I don't know why for each level the amount of XP needed is a lot more than before AND the XP gain also decreases as you level. Having these 2 factors together make leveling exponentially less enjoyable. It should just be one or the other not both. You can scale one or the other so that it equals to the same amount today. For example, scale the XP to next level to be higher but have no XP penalty OR have the XP penalty but each time you level you need the same amount of XP as before. First approach would makes more sense out of the two. Another way to put it is each monster type and their levels always give a predefined XP when killed regardless of your level.
The dual scaling system actually makes perfect sense from a design perspective - it creates natural breakpoints that prevent mindless grinding and forces players to engage with appropriately challenging content.
If monsters gave static XP regardless of your level, you'd have people farming Act 1 zombies at level 50 because it's safe and easy. The penalty system exists specifically to push you toward level-appropriate zones where the risk/reward actually matters.
The exponential curve isn't there to annoy you - it's there to make each level feel meaningful. When leveling gets trivial, the whole progression system becomes pointless. Your suggestion would basically turn the game into an idle clicker where optimal play is finding the safest mob you can one-shot.
The current system works. Maybe the tuning needs adjustment, but removing either component would break the entire leveling flow.
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Posté parBlooper#6330le 28 juin 2025 à 03:21:01
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I don't know why for each level the amount of XP needed is a lot more than before AND the XP gain also decreases as you level. Having these 2 factors together make leveling exponentially less enjoyable. It should just be one or the other not both. You can scale one or the other so that it equals to the same amount today. For example, scale the XP to next level to be higher but have no XP penalty OR have the XP penalty but each time you level you need the same amount of XP as before. First approach would makes more sense out of the two. Another way to put it is each monster type and their levels always give a predefined XP when killed regardless of your level.
The dual scaling system actually makes perfect sense from a design perspective - it creates natural breakpoints that prevent mindless grinding and forces players to engage with appropriately challenging content.
If monsters gave static XP regardless of your level, you'd have people farming Act 1 zombies at level 50 because it's safe and easy. The penalty system exists specifically to push you toward level-appropriate zones where the risk/reward actually matters.
The exponential curve isn't there to annoy you - it's there to make each level feel meaningful. When leveling gets trivial, the whole progression system becomes pointless. Your suggestion would basically turn the game into an idle clicker where optimal play is finding the safest mob you can one-shot.
The current system works. Maybe the tuning needs adjustment, but removing either component would break the entire leveling flow.
a lot of people just stop leveling around 80, which makes 20% of the progression system pointless.
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Posté parKnowsferatu#3124le 28 juin 2025 à 16:17:32
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That's why you rescale it to match the amount of XP it would take currently but this feels better than doing both. So instead of reducing XP/Hr gain keep it the same for the same monster level and increase amount of XP to next level. So you can spend an hour grinding easy level 1 monster or kill a level 10 monster in 1 min for same amount of XP. It's still the same.
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Posté parstormyrain#7669le 28 juin 2025 à 19:06:38
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I don't know why for each level the amount of XP needed is a lot more than before AND the XP gain also decreases as you level. Having these 2 factors together make leveling exponentially less enjoyable. It should just be one or the other not both. You can scale one or the other so that it equals to the same amount today. For example, scale the XP to next level to be higher but have no XP penalty OR have the XP penalty but each time you level you need the same amount of XP as before. First approach would makes more sense out of the two. Another way to put it is each monster type and their levels always give a predefined XP when killed regardless of your level.
The dual scaling system actually makes perfect sense from a design perspective - it creates natural breakpoints that prevent mindless grinding and forces players to engage with appropriately challenging content.
If monsters gave static XP regardless of your level, you'd have people farming Act 1 zombies at level 50 because it's safe and easy. The penalty system exists specifically to push you toward level-appropriate zones where the risk/reward actually matters.
The exponential curve isn't there to annoy you - it's there to make each level feel meaningful. When leveling gets trivial, the whole progression system becomes pointless. Your suggestion would basically turn the game into an idle clicker where optimal play is finding the safest mob you can one-shot.
The current system works. Maybe the tuning needs adjustment, but removing either component would break the entire leveling flow.
a lot of people just stop leveling around 80, which makes 20% of the progression system pointless.
That's exactly my point though - the system is working as intended by creating a natural stopping point where casual players can feel "done" while still leaving room for dedicated players to push further.
Just because people choose not to engage with the last 20% doesn't make it pointless. It's like saying endgame bosses are pointless because most players never kill them. The progression ceiling exists for those who want it, not as mandatory content everyone must complete.
If anything, having that optional higher level range gives the game longevity. Remove the exponential scaling like the OP suggests and you'll have people hitting max level in a weekend, then complaining there's nothing left to do.
The "problem" you're describing is actually good game design - it lets different player types find their natural stopping point instead of forcing everyone through the same linear treadmill.
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Posté parBlooper#6330le 29 juin 2025 à 03:34:15
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That's exactly my point though - the system is working as intended by creating a natural stopping point where casual players can feel "done" while still leaving room for dedicated players to push further.
Just because people choose not to engage with the last 20% doesn't make it pointless. It's like saying endgame bosses are pointless because most players never kill them. The progression ceiling exists for those who want it, not as mandatory content everyone must complete.
If anything, having that optional higher level range gives the game longevity. Remove the exponential scaling like the OP suggests and you'll have people hitting max level in a weekend, then complaining there's nothing left to do.
The "problem" you're describing is actually good game design - it lets different player types find their natural stopping point instead of forcing everyone through the same linear treadmill.
+1
It's so tiresome that people don't understand this part and keep whining endlessly about the endiest of endgame content actually requiring effort.
Dernière édition par Skollvaldr#5851, le 29 juin 2025 à 08:22:32
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Posté parSkollvaldr#5851le 29 juin 2025 à 08:21:44
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"a lot of people just stop leveling around 80, which makes 20% of the progression system pointless. [/quote]That's exactly my point though - the system is working as intended by creating a natural stopping point where casual players can feel "done" while still leaving room for dedicated players to push further."
All I want is for them to adjust the curve or give options for higher lvl content so It doesn't take an entire day of grinding maps to get 3-4% of a level past lvl 95. I don't mind the grind, but sometimes it feels like a single death costing several days of progress is a tad on the punishing side?
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Posté parApophos#0185le 29 juin 2025 à 08:39:39
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