EDIT: I stand corrected! It is still 100x faster but instead of us receiving 100x more exp amount for an action in game and leveling up via the exp bars, they've kept the amount of exp per action the same and just moved the goal posts closer to make it 100x faster to reach max level. This is done by making 1 whole bar of experience (which in live will give you +1 level) instead be worth 100 levels (in effect 100x quicker to reach level 100). This is achieved by dividing the exp bar amount up into 100 equal bite size chunks which gives you +1 effective level each time you reach the next chunk. Thank you User_name for clarifying. Not sure how I got to 10000x, clearly my quick math is failing me
The question is now, what will the experience points required for each level look like and will they scale? If so, then the time it takes to max level could still be longer than we currently are able to test in beta.
*Changed the title from "Leveling is 10000x in the beta, here's why" to "Leveling speed in the beta" as to not be misleading/clickbait
The question is now, what will the experience points required for each level look like and will they scale? If so, then the time it takes to max level could still be longer than we currently are able to test in beta.
*Changed the title from "Leveling is 10000x in the beta, here's why" to "Leveling speed in the beta" as to not be misleading/clickbait
I've been trying to determine what the rate of leveling will feel like when we go persistent without the beta's 100x speed rate and I've come to the following conclusion, that we're actually currently at around 10000x. I know, hear me out.
TLDR;
Here is my theory and thinking on it:
Obviously this assumes a linear scale and that the cap amounts won't grow exponentially, e.g level 1 requires 1000 exp, 2 2000exp, 3 4000 exp etc. see this reply below for an example of this:
I stand to be corrected (especially on my math, please correct me) but if this is the case, we're in for a grind after all. Thoughts?
TLDR;
- You'll need to accumulate a full bars worth of exp to level up one skill point.
- Currently all they've done is taken one full bar amount at various levels, and divided it into 100 levels. Reaching the divided amount of exp grants you a "level". E.g. 75000exp cap / 100 levels = 750exp per level.
- 100x doesn't mean the rate of exp is 100x faster. The exp amounts you're getting in beta as of now are accurate to what you'll get in persistent.
- So really, if we need to level up 100 bars worth of levels to reach 100, then it's really 10000x longer than what it is now, 100x100.
Here is my theory and thinking on it:
- The amount of exp we get from any action is still currently accurate to what it will be in persistant. e.g watch the amount of exp you get for doing something e.g swining a weapon, and you get 9exp from swinging and dealing damage. This seems like a fair amount even in persistent.
- Haven't they just added a 100x multiplier to all exp gains?
- Ok the reason this isn't their current implementation in beta is that would mean in persistant we would get 0.9 exp a swing, which would be poor design and implementation. So perhaps they didn't already have a multiplier value in the code that could adjust these rates easily. This would've taken time to go back through and add.
- Haven't they just added a 100x multiplier to all exp gains?
- In persistent, the experience bar for each skill will need to be filled up to gain +1 level.
- Do you notice that right now in beta at Level 100, the exp bar is always just slightly under full when you first reach level 100?
- Furthermore, what would be the point of an exp bar that tells you how long until level 100. We already have that information by checking what level we currently are. The experience bar is there to tell you when you're getting that next juicy level.
- The experience bar's tooltip actually supports this:
- "Your current exp and how much experience you need to reach the NEXT level"
- So when they say it's 100x faster now, all they've actually done is taken each exp bar's cap amount and divided the amount by 100.
- You then get a level per that amount of exp after dividing eg. 75000/100 = 750exp per level.
- From testing weapons, most categories seem to be fixed to the 45000 cap amount and I always got a level after 450 exp.
- Perhaps this is the source of some of the wonky skill bug woes we've seen in beta.
- Why would some books have duration of 900+ hours if the rate of exp we've been assuming is going to be short anyway? And this is only to help you reach level 70 for these books. That's also only for 1 skill.
Obviously this assumes a linear scale and that the cap amounts won't grow exponentially, e.g level 1 requires 1000 exp, 2 2000exp, 3 4000 exp etc. see this reply below for an example of this:
Leveling speed in the beta
EDIT: I stand corrected! It is still 100x faster but instead of us receiving 100x more exp amount for an action in game and leveling up via the exp bars, they've kept the amount of exp per action the same and just moved the goal posts closer to make it 100x faster to reach max level. This is...
mortalonline2.com
I stand to be corrected (especially on my math, please correct me) but if this is the case, we're in for a grind after all. Thoughts?
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