Results 1 to 2 of 2

Hybrid View

  1. #1
    Player

    Join Date
    Jun 2011
    Posts
    76

    [Suggestion] Leveling up: SP Calculations, The SP Curve, and Bonuses

    Currently, the sp curve ranges from 570(1-2) to 100,000 (49-50). If the average mob the same level as the player gives 100 sp, then we are expected to fight 6 mobs to get from 1-2 and 1000 mobs from 49-50 (soloing). Now, if we were to fight solely 10+ level mobs (for the level gap cap) we would still have to fight 333 mobs for 49-50 (soloing). If we fight in a full party, we would have to fight 502 mobs 10+ levels.

    Now that was grinding, but let's see what it's like when we do Guildleves. If we fight = level mobs solo on a leve, we get 50% bonus from Aspect. We would then only have to fight 666 = level guildleve mobs. If we solo 10+ level leves, at 50% bonus, we would have to fight 222 guildleve mobs.

    The party scenario is different because of the leve-link bonus. The maximum bonus for partying on leves is currently 275%. In this case a full party would only have to fight 134 guildleve mobs 10+ levels.

    The big problem here is that party leves are 3.75x better than grinding, which is a huge disparity. Furthermore, guildleves were meant to be casual content, since they have limitations, which means that once players are done they basically won't want to grind because of the disparity. What's even worse is that if a player misses the leve-link rush, they're kinda screwed.

    Now, this post isn't so much about guildleves (which i am aware are being changed) as it is about the disparity between the bonuses granted during limited content, and the options that players have if they wish to continue beyond that content. I would say that any sp bonus granted (using sp from grinding as the base) should not exceed 125% unless such a bonus is unlimited (in which case why not just lower the sp curve?). That way, when players run out of bonus, they aren't seeing a huge dip in sp gain doing regular things. This would also be good balance for when fatigue is abolished because A) everyone hates it, B) it negates the ridiculous bonuses anyways, and C) you can get it in 2 hours in a good party.
    (1)

  2. #2
    Player
    Razor's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    402
    Character
    Vex Blackmarrow
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    First off: Greetings Forum! I'd been hanging around reading on the interesting posts around here and figured I ought to start throwing my two cents in aswell.

    To the OP: I too am a little frustrated/confused with the current SP system. Mostly because when you first start the game at lv1 you can do 4-5 star leves that net you over 1000 SP per kill, which is really incredible to start off. However, after you crack the lv20 mark your SP reward from leves starts grind to a halt around 200~300 which seems rather unfair. Granted, leves are going to change so I can't really say much about the SP from them until we see how it plays out.

    Now then, I don't see anything wrong with the current SP curve, seeing bigger and bigger numbers each time you level up adds a bit of a challenge factor, what I think would be a better solution is to gradually increase the amount of SP you get from monsters your level and higher as you level up.

    (I'm going to use figurative numbers here since I don't feel like looking up the actual EXP figures) If you needed 10,000 SP to rank up, and even-leveled monsters gave 200 SP per kill, then you would need to killl 50 monsters to level up. Now when you rank up you could need 13,000 SP to get to your next level, but now even-leveled monsters could give 225 SP per kill. This would equal out to 58 monsters needed to kill to next level. It would still keep a curve (each level being harder and harder to get) while providing a greater sense of accomplishment to the grinder.
    (0)