So I have a bit of bad news for the higher level players~
I've talked for a while about how its supposed to be harder to level up the higher level you get.
However, so far, most quests have been awarding ~20% of the EXP necessary to level up, which means the difficulty to level up is roughly linear. In is in contrast to most games, where the level up difficulty is roughly exponential.
I've reworked the EXP gain and the rough plan is like this:
- Levels 1-5: Quests give 20% EXP (sometimes even 25% EXP)
- Levels 1-6: Ramp down to max 20% EXP
- Levels 7-10: Ram down to max 15% EXP
- Rank D: Max 15% EXP
- Rank C: Max 10% EXP
- Rank B: Max 5% EXP
- Rank A: lol
The meaning of this is that essentially nobody should be getting to Rank S, and you shouldn't be casually planning on your characters getting to Rank S. Realistically, most characters should get to Rank C before realizing that leveling up to the next rank is
prohibitively difficult.
That said, this is really only the guideline for guild quests.
I'm increasingly beginning to think that the higher the level you get, the more of your EXP should come from doing plotlines in custom quests. You'll need to find (or make) those quests yourselves.
In either case, I added quest codes to Spire Reef and Gelderholm -- and also EXP gain was nerfed (particularly Level 7+).
We've discussed this many times, personally I feel that 10 G at level one is plenty given the cost of food. There are many ways to find areas to make savings.
This is a philosophical point, but I don't believe that adventurers should be living a cozy life.
The reward is placed at a benchmark where it is barely livable but also quite uncomfortable.
Additionally, the Guild has a reputation for underpaying adventurers, so I intend to stand by that.