I think that somewhere can be closer to that lvl 81 fourth ring.
Like right now exp being 76 2x, 77 3x, 78 4X, 79 5X, 80 6X should be pretty good.
I think that alone would take quite some time.
I think that somewhere can be closer to that lvl 81 fourth ring.
Like right now exp being 76 2x, 77 3x, 78 4X, 79 5X, 80 6X should be pretty good.
I think that alone would take quite some time.
Apparently the definition of soft cap and hard cap are different here. "Soft cap" is level 76 and it allows people to level beyond 76 no problem.
Soft cap as understood in the gaming and software development fields is not something easily surpassed. It is the point at which development teams want any given process to be effected by diminishing returns, what the return to work looks like is different depending on designs.
Hard Cap is a point at which developers which for all progression to cease. This would be tantamount to someone hitting level 76 and in stead of being able to gain 0.2% in four hours. They lose the ability to gain any experience what so ever.
I do not understand why you all think that a soft cap is to be easily surpassed, the concept in and of it self is meant to provide diminishing returns. The server is 6 months old.... not 6 years. 5.5 years from now this could be a conversation worth having, but at this stage it is nothing more than complaining.
Marking this one under review by the team and we do also have a poll up for cap increases - discord.com/channels/1427113623687401537/1447633480325267…
I’ve been chatting quite a few ppl about the lvl cap.
One of the biggest concerns in implementing the 2x 3x 4X 5X 6X exp table seems to be about lvling services. (When we move lvl cap, we simply shift the the 2x one lvl forward.)
To address this concern, I think implementing exp penalty after 9 hours instead of 16 hours seem to alleviate the issue.
9-10th hour -> 50%
10th-11th hour -> 40%
11th - 12th hour -> 30%
This solution can both promote a healthier life style AND minimize the impact of lvling services? And allow ppl who enjoy the grind actually see progress 🙂
I really like this idea
Try to be objective though, don’t let your liking me excessively cloud your judgement.
ahahah
You too, keep it in your pants
A potential problem that arises is how to differentiate between grinding lvling hours vs just running to bosses.
A obvious example would be: nobody runs L4 to grind but toi becomes a little bit more slippery.
But we shouldn’t let coming up w a perfect plan be the enemy of a better plan that we can improve along the way
How about limiting total
HM hours Bonus map hours to max 5 hours
xp decay is a really good way to limit the impact of leveling service
Day 16 that soul is unable to level. Day 2 for Strength.
shout out for both of you Remove the cap now!!
Leveling service? Is that really a thing on private lineage servers? Are people that ridiculous?
So is the soft cap currently just 76-77 takes 20x more xp than 75 to 76 did? So something like 7.2 billion xp? Basically would be tough even if you went hard for a year+? What does raising the soft cap every 6-12 months look like? Is that functionally just reducing xp required it to a lower number in the progression curve like 450 ish million?
Get more people to level
I would say .. make it a real soft cap, this current version of a soft cap basically acts as a hard cap (functionally). The 20x requirement from 76-77 is "technically" a soft cap that functionally is so hard that it's functionally a hard cap. The 2x, 3x. 4x etc idea that @Flaaaar is suggesting creates an actual graded soft cap... People at high levels will actually end up being different levels above 76 as they face increasingly significant difficulty (but not a huge wall that basically stops them at 76). And his suggestion to reduce exp after a set time also reduces the ability of people using any sort of level service.
PRAISE FLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR
Wait till I hit 76 then we can discuss
do we have any evidence players using leveling service ?
Setting time limits will affect every players game play.
People start logging out when they go to eat, taking phone calls and etc . becasue they could go over time.
People forgot to log out if they go afk after what they are unhappy if they hit game limit.
What about giran prison bonus what people wait days and you are already over time limit. ?
Events ? Does it mean you need starting to choose do i want play event or do i want level my char ?
Speakig for my self. I dont have any problems busting time limit if im motivated. Most people who we call "gamers" dosnt have problems playing hours every day.
Also if we assume there are leveling services . We should assume they are farming bosses to. Shouldnt we next starting limit how many bosses can one character kill in every day ?
This could easily be based off combat time. Not log in time.
The leaf already has this logic baked in it for a bonus. It's done well. i.e. boss checking doesnt eat my bonus
"hours" a day isn't a problem. Leveling services run 24/7. It'd help dampen the effect. Maybe nobody is using one...
The point of a leveling cap is to avoid run-a-way power imbalances. If there's a conversation about widening power gaps, then a way to mitigate run-away power gaps while lifting caps is to nerf leveling time.
Level 52 Exp: 1.09,
Level 53 Exp: 1.18, 8.25% more exp then previous lvl
Level 54 Exp: 1.28, 8.47% more exp then previous lvl
Level 55 Exp: 1.39, 8.5% more exp then previous lvl
Level 56 Exp: 1.50, 7.91% more exp then previous lvl
Level 57 Exp: 1.63, 8.66% more exp then previous lvl
Level 58 Exp: 1.77, 8.58% more exp then previous lvl
Level 59 Exp: 1.92, 8.47% more exp then previous lvl
Level 60 Exp: 2.20, 14.5% more exp then previous lvl
Level 61 Exp: 2.42, 10% more exp then previous lvl
Level 62 Exp: 2.66, 9.91% more exp then previous lvl
Level 63 Exp: 3.05, 14.66% more exp then previous lvl
Level 64 Exp: 3.50, 14.75% more exp then previous lvl
Level 65 Exp: 4.02, 14.85% more exp then previous lvl
Level 66 Exp: 7.57, 88.30% more exp then previous lvl
Level 67 Exp: 10.50, 38.70% more exp then previous lvl
Level 68 Exp: 13.67, 30.19% more exp then previous lvl
Level 69 Exp: 17.22, 25.96% more exp then previous lvl
Level 70 Exp: 21.21, 23.17% more exp then previous lvl
Level 71 Exp: 25.70, 21.16% more exp then previous lvl
Level 72 Exp: 30.77, 19.72% more exp then previous lvl
Level 73 Exp: 36.46, 18.49% more exp then previous lvl
Level 74 Exp: 42.85, 17.52% more exp then previous lvl
Level 75 Exp: 50.00 16.68% more exp then previous lvl
If the soft cap is increased from what it currently is, then something needs to be done about that exp wall at lvl 66. It almost seems like the soft cap is lvl 66, does it not? 88% increase at 66 compared to all the other levels? I had not paid attention to the numbers until i actually got to 66 myself and was like wait wtf lol. Am i missing something that is special at lvl 66 lol? But anyway, yeah if soft cap is increased then the exp jump at lvl 66 should be looked at as well.
what wall ? i can do at level 67 with my STR knight 5%+ per hour without any problems.
59 to 60 with my elf took less then 12 hours today. it was with good bonus maps prison,ToS,giran castle and 2x mainland
FV and DVC hardmodes gave huge extra exp per day boost.
i would say wall starts when you can earn 5% and less exp per day
climbing to mount everst start when you do 10% with 2 weeks and lose all it with one death like it was in live.
exp is still achievable at an ok rate at 66 and beyond, but there is still a wall at 66 if you compare the amount of exp needed to previous level. If the soft cap stays at 76 then fine all dandy no change needed, but if changes are made to make exp at 76 to lift the soft cap higher, then I believe a change to the lvl 66 exp jump would be justified. If the soft cap is lifted to a higher lvl due to the exp wall at 76 being to drastic then why cant the same be done for lvl 66?
to sort out people who waste all theyr day for gloabal trash talk ?
Done: the wall at 76 is gone. 76 to 77 now takes about twice 75 to 76, and the soft cap sits higher. The EXP Table page has the current curve.
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