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Lets talk about XP ? Experience is broken in WARTALE

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ik3r
1 hour ago, lordbowie said:

The game itself has its own restrictions so that players don't get too far apart in level from each other. The last map released was level 148 and the last DG was 152, but even so, we have players who are almost level 180 receiving full experience from these monsters.

 
Level difference with monster    EXP gained
0 ~ 14    100%
15 ~ 19    75%
20 ~ 24    50%
25+    25%


This is because this system is flawed. Level_party should not be used to calculate PT experience, where a group with a party level 170 receives a 25% penalty on exp when killing monsters of level 150. They just BAIL this system by inviting someone who is extremely low level and lowering the party level. For example, by adding a person who is level 148, they lower the party level to 166. By adding 2 level 148, the party level drops to 162. This calculation takes into account the PARTY LEVEL instead of the CHARACTER LEVEL. This is a mistake that only creates greater inequality on the server.

Different difficulties have different levels 
Example: Hellfire easy mode: level 152;  normal mode: 155;  Hard mode: 158

My suggestion is that the game considers the character's level instead of the party level, thus becoming fairer, where people no longer cheat the exp system by creating such a gap between player levels.

 
I'm not asking to create a CAP LEVEL, like other games have, the top levels can continue to play, it's an intermediate system to be fairer to the other 95% of players who don't pay for service/buy accounts.

 
being able to update the table to something like this:


Level difference with monster    EXP gained
0 ~ 19    100%
20 ~ 24    75%
25 ~ 29    50%
30+    25%

 

 

 

Suggestion By gibas 

 

in fact, party lvl abuse has existed since DIQ. I think change exp gained to player lvl x monster has more sence then pt lvl x monster.

 

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Muzamba

+1 

I didn't read it and I won't read it, we're together! 

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YARDBR
20 minutes ago, Muzamba said:

+1 

I didn't read it and I won't read it, we're together! 

Tamo Togheter

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-Vodka-

You just don't even play and you sit there making one suggestion after another, when are you going to start playing?

Edited by Support
Quote in other language got removed
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TadsK
6 hours ago, xkintaro said:

 

I agree with you, the party level is a flawed system and very easy to get around without any problems, and it is also causing these level distortions.

 

this way it would be a balance between the current system and a system with cap level.

 

The idea of the level difference is more to avoid people playing on lower-level maps with higher-level characters. But what would a 17x character do if the last map in the game is level 148? lol

 

It shouldn't matter when you are hitting the last mobs available in the game. If you have no level cap, you shouldn't try to punish people who reach those high levels.

 

Or just cap the levels and call it a day. Make sure people have gear to chase after, so they will keep playing even after hitting cap. 

 

These are all easier said than done.

If you cap levels now, these players who put a lot of money into the economy would just stop playing, because there is nothing for them to chase.

They already have all the best items, relics, etc.

 

I do like the idea of having a cap, for a bunch of reasons, but at the same time, I think these people who are spending so much money should have something to continue to do so; this is what keeps the server alive. $$$$ to pay developers (to hopefully get updates XD)

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xkintaro
1 hour ago, TadsK said:

 

The idea of the level difference is more to avoid people playing on lower-level maps with higher-level characters. But what would a 17x character do if the last map in the game is level 148? lol

 

It shouldn't matter when you are hitting the last mobs available in the game. If you have no level cap, you shouldn't try to punish people who reach those high levels.

 

Or just cap the levels and call it a day. Make sure people have gear to chase after, so they will keep playing even after hitting cap. 

 

These are all easier said than done.

If you cap levels now, these players who put a lot of money into the economy would just stop playing, because there is nothing for them to chase.

They already have all the best items, relics, etc.

 

 

So my suggestion would be a middle ground between a cap level and the mess we have now.

 

Even though EB is 148, the monsters there average level 155. To get a level difference for EB monsters, you'd need to be 180 in the current system.

 

EB alone, which should have better XP than we currently have, would balance the game at this point.

 

1 hour ago, TadsK said:

I do like the idea of having a cap, for a bunch of reasons, but at the same time, I think these people who are spending so much money should have something to continue to do so; this is what keeps the server alive. $$$$ to pay developers (to hopefully get updates XD)

 

I agree, I'm against a level cap, but I'm also against those who pay more having the ability to level up 3x faster than other people, just because they can spend 200 euros a day on the game.

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YARDBR
Just now, lordbowie said:

Can we move this to the right area? Let's try to influence the team to understand our thinking.

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ace1
11 hours ago, xkintaro said:

 

 

So my suggestion would be a middle ground between a cap level and the mess we have now.

 

Even though EB is 148, the monsters there average level 155. To get a level difference for EB monsters, you'd need to be 180 in the current system.

 

EB alone, which should have better XP than we currently have, would balance the game at this point.

 

 

I agree, I'm against a level cap, but I'm also against those who pay more having the ability to level up 3x faster than other people, just because they can spend 200 euros a day on the game.

i didn't even read your suggestion. but coming from you i'm 100% sure it's the worst sh't ever suggested, so i'm big -1.

19 hours ago, xkintaro said:

i would suggest 1 dungeon limit per hour instead.

ok now i did read it. that's still 24 dungeos run per day. awsome "limmit" that would change absolutely nothing. so i was right when i conclude your suggestion is crap before even reading it. 

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xkintaro
1 minute ago, ace1 said:

i didn't even read your suggestion. but coming from you i'm 100% sure it's the worst sh't ever suggested, so i'm big -1.

 

you drop your nose :977_red_circle: , clown. aahahahah

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ace1
Just now, xkintaro said:

 

you drop your nose :977_red_circle: , clown. aahahahah

 

??????

 

still crap suggestion. -1

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xkintaro
1 hour ago, YARDBR said:

Can we move this to the right area? Let's try to influence the team to understand our thinking.

 

it is easier to make a new post there, with the same discussion, they won't move anything.

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fabitoo2020

The game works this way. Changing something like this is detrimental to the server.

Do you know what the consequences are for a level cap? Or for changing DGS EXP? In my opinion, you don't know what you're talking about @Mjizzy_7 comment about E.B. caused the service change and a huge crisis in the game. Many people left, everything dropped in value. Do you remember this crisis? We have to create threads responsibly.

 

Consequences of the suggested changes:

 

1- Level cap = When you limit the level of an RPG, after a certain time, many will reach the maximum level. So, the difference between the strongest and weakest is only the equipment and relics. Therefore, those who spend 130 kc a month will stop spending because they already have all the equipment and relics. The server suffers without this investment from players, the game becomes boring because there are no more challenges, and many stop playing.

 2- DG LC Nerf = It's unfair to nerf any DG because many have had this mode for years, and now the change will harm beginners and new players who are wanting to level through DG.

Understand one thing: the solution is not to nerf anything, but to think about the next updates,

doing different things to solve the problem. For example, there was a problem with bosses where people had many accounts and took the Drops, this was fixed. Centlon and Uppruni have a different mechanic, where it is almost impossible to enter with multiple accounts, problem solved, it was not necessary to nerf the other Bosses, but to solve the problem in another update.

Likewise, if the next map released gives 1.5 tri / hour, is a repetitive Quest with 0.5 tri, and has an anti-macro and service dynamic, no one will remember DG LC anymore.

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xkintaro
24 minutes ago, fabitoo2020 said:

The game works this way. Changing something like this is detrimental to the server.

Do you know what the consequences are for a level cap? Or for changing DGS EXP? In my opinion, you don't know what you're talking about @Mjizzy_7 comment about E.B. caused the service change and a huge crisis in the game. Many people left, everything dropped in value. Do you remember this crisis? We have to create threads responsibly.

 

Consequences of the suggested changes:

 

1- Level cap = When you limit the level of an RPG, after a certain time, many will reach the maximum level. So, the difference between the strongest and weakest is only the equipment and relics. Therefore, those who spend 130 kc a month will stop spending because they already have all the equipment and relics. The server suffers without this investment from players, the game becomes boring because there are no more challenges, and many stop playing.

 2- DG LC Nerf = It's unfair to nerf any DG because many have had this mode for years, and now the change will harm beginners and new players who are wanting to level through DG.

Understand one thing: the solution is not to nerf anything, but to think about the next updates,

doing different things to solve the problem. For example, there was a problem with bosses where people had many accounts and took the Drops, this was fixed. Centlon and Uppruni have a different mechanic, where it is almost impossible to enter with multiple accounts, problem solved, it was not necessary to nerf the other Bosses, but to solve the problem in another update.

Likewise, if the next map released gives 1.5 tri / hour, is a repetitive Quest with 0.5 tri, and has an anti-macro and service dynamic, no one will remember DG LC anymore.

 

I completely agree. It's not about nerfing the current content; it's about buffing other content that's lagging behind in relation to DungeonExp.

 

EB already has a repeatable quest, but it's completely ignored due to the way it was designed. You have to give up earning map drops to gain an extremely small EXP gain. Three years into the map, and no one does this quest. The game administration should rework this quest to see if it helps with this difficult experience point in the game. If they add a dynamic quest to gain decent experience, it will increase the player's value against macros.

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ace1
13 minutes ago, xkintaro said:

I completely agree. It's not about nerfing the current content; it's about buffing other content that's lagging behind in relation to DungeonExp.

 

EB already has a repeatable quest, but it's completely ignored due to the way it was designed. You have to give up earning map drops to gain an extremely small EXP gain. Three years into the map, and no one does this quest. The game administration should rework this quest to see if it helps with this difficult experience point in the game. If they add a dynamic quest to gain decent experience, it will increase the player's value against macros.

LMAO ahahhaha

 

big -1 because xkintaro

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????????

You cannot limit DG now, it's too late. 
Poor people farm keys to sell to the rich. Miners farm herbal to combine chunks to keys. Rich people buy keys to give to Service to run. 
The whole ecosystem has been running for years, limit now means the whole system break down.

 

Years ago, people already said think about the future of Wartale.
I was against LC update long time ago in 2021 (can't remember which year was it), because LC already drop new items/skins, there was no need for so much more exp/hr than SL/SS.

 

In an environment that, the Top continues to Up, the average players don't Up. (or can't Up)
The best way is to bring their power-level closer.

 

But you can see that the Developers chicken out, Battleground still stuck in Alpha.
Because to make Battleground work, you need 15x to have similar power-level to 17x. 
Otherwise it won't work, nobody will queue for it. (people will queue their own mules)
We all saw it on that Event, nobody do it the official way, all rewards are confiscated, and event got shut-down. 

 

This game is to me, sadly, beyond the point of saving.
The only way I see salvation, is you make 14x15x play together with 18x19x.
I don't know how you gonna make an 15x play with, OR, play against an 18x..

 

The only thing that still can be done, is to release new updates, so the ecosystem don't break-down.
At least the exp-service and the rich, are here, have something to make $$, something to achieve for. (which is obviously a fake game)

 

@YARDBR

Your complain can simply be solved by making LC free per day, like Sunken.
Macro players can easily level up multiple accounts through LC Daily, in 2 years, from 15x -> 16x.

 

Suppose both LC + HC free Daily, you get to run 2 x DG per day. 
The whole server will create 1000+ of 16x, by 2027. (or 2028)
160 will be like 5kc.
170 will be the new 20kc.
This will set a new standard that 160 is the minimum level to be had for every casuals. (just like now 150 is the minimum standard)
 

Currently the limit of leveling up mules is 151, because Sunken key is only free up to 151.
And this limit is even further restricted, by the nerfing of non-attacking party members, not getting any exp. (I agree this does not affect macro/service)

 

So the end result of today, is the intentional design by the Developers.
Because some of us thought LC will be free, once HC is released. (so casuals can catch up through LC Daily)
Everything done at this point, is to force casuals to get stuck at 15x. (can be good or bad, it would be another topic to discuss)

 

So you saying casuals can't catch-up is non-existent. (as long as LC/HC becomes free)

 

Also, when another new Lv156+ DG released, another new Lv160+ DG released..
The Riches still gonna get skyrocketed by service, to Lv190. 
Casuals still get stuck at 16x.

 

Nothing Changes. 

Absolutely, Nothing Changes, for you. 
The cycle goes on.
It was 15x vs.17x (in 2025), now it's just 16x vs.19x (in 2030). (you see it?)

 

As I said.
The whole EXP is broken at the very start.
Back in 2020, when they decided to release LC with tons of exp. 
People were complaining, but they didn't see it. (they think the Rich people will be happy, sure I agree)
And today it's too late.

 

It was never until today, that the 'DG Broken EXP' started.
It started long ago.

It started way way back then.
Today is just the result.. ok?..  (get it?)
There's no point limiting DG now..

 

The real problem is: nothing fun is being released.
Pet/skins essentially, are released to fix the market, rather than fun. (yeah sure some people find the 'collectors' thing fun) 

They think Farming is fun, by releasing more updates for you to Farm, just to fix the market, fix the GB value, fix the economy.

After 15 years, they still release more 'Farms', but no 'Funs'.
Many people have already left.
You get it?

The problem is never about the Riches leveling up faster. 
The problem is forcing the Poor, the Casuals, to play boring updates. 

 

They also remove the 'Fun' from the Poor, the Casual.

They make the HG Chest, Pay-to-Play, by making the Chest a must-pay to join. 
Like I'm a casual, I'm having fun.
At the end, the Chest dropped, but it's not for everyone, only for the Rich. 
Face-palm. Surprised Pikachu.
What 'Fun' is that?
It's just mind-blown.
How can an Event that's for everyone, to have a Pay-to-Play-Chest..?
 

If you don't pay, you don't get the Fun part.
Whoever came up with that, must be so rich (arrogant), that he/she is so paranoid to the average players.
I joined since 2010 here Wartale, never was HG a Pay-to-Play experience. 
When is HG a top-premium game content, Pay-to-Play?
It's the end.
A final nail in the coffin.

 

Even if you want to punish certain group of people in HG, or put a Coin/Gold Sink, you don't sacrifice the average player's right to lotto. 
10kk/15c is fine, but 100kk/35c?
Just show you how detached and disconnected, those Developers/GMs/Server-Owner are to normal players.
Some of you said GMs don't play the game, I would be in doubt, but now? Just let it be.

 

Don't get me started on many other things. No effort at all. Just milking the cow dry.

Don't bother.
Just enjoy whatever is left.

 

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TadsK
On 7/25/2025 at 3:42 PM, ik3r said:

 

in fact, party lvl abuse has existed since DIQ. I think change exp gained to player lvl x monster has more sence then pt lvl x monster.

 

I imagine the way it is coded currently it needs to assess the party level to calculate total exp x level modifier x 300% (6 people) and then divide to party members equally.

 

it shouldn’t be too hard to have the modifier apply individually, considering they have full access to this code, but it would disincentivize party play. -1 to that

 

with the party modifier you can slightly punish if you use higher level characters to boost the other accounts, but you make up for it on kill speed. 
you are only penalized after 14levels of monster level.

 

like others said, EB monster level is 155, so if you average 169 in your party, there is no penalty to exp.
 

For a full 17x party, if this doesn’t apply to dungeons, it is even better to run dungeons than go to EB

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Kaduzera

In the end, the topic was about just one thing: If I'm not capable of doing the same as others, I'll try to belittle them instead of improving.

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