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Strategic improvements to leveling and farming design


Cruxis

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Scanned a few pages in suggestions and could not find anything similar. 

Leveling involves almost entirely on quests and repeatable quests. While this is not inherently a bad thing, I suggest giving low level areas and unused maps (and all maps) a fresh breath of life to offer something unique and rewarding to all players. Its very fun when you are leveling and are also getting high quality crafting mats or gem drops at the same time, it helps forget that you are leveling since your also farming great drops at the same time. 
 

In order to make leveling and playing on low level and high level characters more fun there are a few things that need to happen:

1.) Party level gap review ( multiple options for improvements )
Increase party level gap to align with quest leveling range... I.e. in xita you do the repeatable from 120-160... thats 40 levels. so the party level gap needs to be 40 levels to prevent player frustration.

2.) Change more current quests to be repeatable ( This could be INPLACE of option #1 )
If it is found that the current party level gap of 19 is the best and you dont want to change it , thats fine!! But instead make more repeatable quests every 20 levels (to remain aligned with the party level gap) so that the level area range changes every 20 levels. Using the Xita example again the repeatable there would optimal from level 120-140, at which point the quests are not available at 140 and instead better repeatables become available... you could take quests that are already in the game and make them repeatable (easy-peasy).

3.) Playing on low level characters is not exciting, there is no point other than just leveling up so you dont have to be low anymore... it would be alot more fun and interesting if playing a low level character could yield exciting and exclusive drops along the way as you level. This can be done in multiple ways. Make the No-experience consumable free, your already choosing to deny yourself experience and there should not be any further punishment needed in the form of a high zuly cost. This will open up more customization for the player on how they choose to play the game. Make low tier gems drop like they used to in iROSE , (rubies, garnets, sapphires, peridots, crystals...etc) make them drop from Junon mobs and kings, and crystals from a few elites, or even put gem (1) drops in goblin cave (this is just an example) doing this would open up a whole new farming map that is currently almost never used. Players could go on a low level character with the No-experience consumables and farm there.... it could be any map and it could be any drop... making each map an optimal area for farming certain drops will help give the player more options and freedom to prevent the current monopolies and player frustration we are seeing in the current farming areas available.

Thanks for taking the time reading this and sorry it was so long, these are just examples of how to open up the game in order free up leveling and farming areas for characters of all level ranges in order to optimize the dev's hard work and recycle maps and content to maximize the value of each map and to give everyone the best possible experience and the most player customization in how they choose to farm... every map could have something unique and fun to offer with very little added development. 

( I will edit this post to add and alter suggestions are they are received from people commenting )

Edited by Cruxis
Grammar, corrections
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Leveling really is a problem. Leveling a second character with a friend now and it’s a pain to find party within our level gap.  Especially Xita where spots are taken by higher levels and you don’t really have a way to catch-up. It’s just login to see if there is a party and if there is no party just logout and check later.  Sucks the fun out of the game. 

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I hope they could include more on the side of Solo Levelling so that players will not just rely on Party that results oftentimes in monopolies of spots and areas.

I agree on the Drop suggestions too specifically for low level players so that they could be the game "items and mats" provider for high level to craft. With that, they could earn zulie and not just rely in quest rewards.

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