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Leveling - Then vs Now

Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#1
So I wasnt really in touch with leveling since I graduated like 5 years ago, but I saw a lot of discussions about leveling and was curious. Aurora and I first did some testing trying to find out how much ACs it would take to go from level 1-80. The number we got is somewhere between 8-10k ACs. Now back when ACs were the only way to gain spells (level up), you only needed around 2k. The difference is 4x. If we say the average player gets around 10 ACs from a single class (some classes give 5, some give 10, a lot of glasses give a bit more but not many people get the best grade, and even if they do, thats still about 20 ACs for something that takes around an hour), that means you needed to do roughly 200 classes before versus 800 classes today. A difference of 600 classes. Now obviously, todays players have so much more options for leveling, and Im going to go thru every single one that I could think of and test, but its just something I wanted to put into perspective. If a todays player did the exact same thing that a graduate player did in 2017, he would only be 1/4 of the way to graduate. The numbers I used in this thread are from a level 61 player (Thank you WildKoekje)
Mobs
Compared to other ways of earning XP, farming mobs seems to be extremely overpowered (even with the recent bug fix and overall nerf of the mobs). Dont get me wrong, farming mobs still demands a lot of time and effort, but its still way faster than other ways. I will compare every single way of obtaining xp with mobs, just to showcase how unbalanced it really is. A level 65 mob gives a level 61 player 5,1k xp per kill. That means that a level 61 player needs to kill roughly 570 mobs in order to level up, which does seem like a lot right now, but when we compare it to other way, you will see what Im talking about.
ACs
The most crucial form for old leveling system got extremely nerfed. A level 61 player who needs 2,9 million xp to level up only gets 167k xp from 10 ACs. That means that he need 173 ACs in total in order to go from level 61 to level 62. Now lets compare those numbers to xp from mobs. The 10 ACs which is something that a player can spend almost an hour in class for only equals to 33 mob kills. People struggle in Wiz PE class for a whole hour to get 10 ACs, meanwhile they couldve just killed 33 mobs in like, 10 minutes at most. Mobs are extremely easy to kill, it takes 1-3 spells to kill a mob if you have even just common gear for their level. The biggest issue with mobs is that the spawn rates for certain mobs are simply too low (some mobs only spawn 3 at a time, and once they die, you still need to wait some time in order for the next 3 to spawn).
Event xp
The current best (and very broken) way of earning xp is doing the even minigames. For doing a single minigame, you earn a modest amount of experience. Since you earn 6 game tokens, you can get 6 of those. For a level 61 player, that modest reward is 67k, and if we times that by 6, thats adds up to 402k xp. Thats almost triple from the amount you get from 10ACs. Doing 6 balloon popping games takes less than 5 minutes, so its like a player got 30 ACs in under 5 minutes. Thats extremely unbalanced. 30ACs is something you cant even get in a class.
Professions
Brewing a potion for your level earns you about 2/3 of xp that you would get from a single mob kill. Thats absolutely ridiculous. A potion which you need to spend 10+ materials (plants as well) and that you can fail, earns you less than a single mob kill.
Reputations
So first of all, reputations give a set amount of xp per task no matter what your level is. That doesnt make much sense. The player i did the tests with, that is level 61, doesnt have a appropriate town to do reputations in for xp. The level 70 towns are locked, and the highest level before that is Griffin Hollow (level 45). But lets ignore that for a second and imagine that the perfectly leveled player did reputations. The amount of xp you get per task in Griffin Hollow is 8k. If you were a level 45, the perfect level to get xp from that town, a single task equals to less about 4 mob kills. And it only gets worse as you level up since the amount of xp from the task stays the same, and the mobs give u even more. For a level 61 player that cant do anything higher than lvl45 Griffin Hollow, a single task equals to a 1.5 mob kills. And you can only do 6 tasks in 12 hours (~50k xp), that would equal to 10 mob kills for a whole town worth of tasks.
Dungeon
Another form of gameplay which doesnt give xp amounts based on level, but has a set amount which only gets less and less worth as you level up. It gives 150k xp which equals to 10 ACs xp wise at level 60. By the time you hit level 67, its already dropped to 1/2 of what 10 ACs give you. Just to be clear, a level 60-67 cant really run a dungeon alone. And back to mobs, at level 60 150k is worth the same as 30ish mob kills at its peak. Dungeon takes 10 minutes if all graduates are running it, so you can think yourself it its easier for a level 60 to kill 30 mobs or try to do a dungeon.
Daily reward
Really small. It gives about %1 of total xp needed to level up once. Less than 10 mob kills.
Daily riddle
From what I understood, Daily riddles give different amounts of xp now depending on which area they in, but from what I heard, theyre about the same amount as you would get from 10 ACs, which is still not that much considering it equals to 33 mob kills (and if were being real, its much harder and time demanding to try to solve a riddle than to kill 33 mobs)
ATs
So the amount of xp you get from ATs is higher than you get from ATs which makes sense as ATs are harder to get and you only get 5 for participating in a challenge. The issue Im having with AC/AT thing is that the exponential curves for those two dont match. That basically means that AT would be more worth at one level, and AC would be more worth at another. That makes zero sense.
Quests
Level 60 quests give 666k experience which is maybe one of the best balanced forms of leveling. It equals to 150 mob kills at that level. Obviously quests are a one time thing and should be high rewarding. (edit - a level 62 quest gives less than 600k xp, not sure if this is intentional, but yeah, another unclear inconsistency)
Dailies
The dailies and the amounts of xp they give do make sense when compared to ACs, but overall theyre not a lot. Most easy dailies give small amount of xp (~6 mob kills for a level 61), modest amount of xp (~13 mob kills) and large amount of xp (~26 mob kills). For example, being every position in quabbleball (20mins) and winning 3 games of hide and seek (maybe a bit less than 20 mins, if you dont lose) equals to 26 mob kills. That doesnt make much sense, as you can kill 26 mobs in way less time. Its not horrible as theres a lot of variety for dailies and its just fun and games, but still.
My thoughts
Even tho todays players have much more variety for leveling, I wouldnt say its any easier for them. A standard day for an old player would look like this - You would do a class or two in a day, and everything else you did wasnt based around leveling, it was purely for fun and making profit. A player couldve maxed himself with ~ 200 classes, if you tried to do that today, you would be 600 classes off. Todays players have the constant pressure to grind and level, they never get a break. And just to think that griding mobs is better for leveling than going to a class is crazy. Leveling got really complicated and honestly, its simply not balanced well. Saving ACs for graduate years so you dont have to grind mobs and other hacks that people are doing shouldnt have to happen. Besides just balancing leveling, the time people spend on the server should be balanced as well. It doesnt matter how fast you leveled up and how much you grinded, people stopped enjoying certain crucial aspects of the game. We barely see new duelists for example, and the way leveling works is to blame in my opinion.
What I would do?
I would buff the amounts of xp earned from ACs, by quite a bit. I would keep mob xp amount the same, but I would make the mobs harder to kill (being able to kill tons of mobs with 1 venonox while being in a tree shouldnt be possible). Quests and dailies I would keep similar as they are. Reputations and dungeon should give more, depending on a players level. All of those changes would put more focus on getting ACs rather than grinding, and it would make leveling easier overall.

2024 edit - Ill throw this in as well, daily blockers. Those are the people, including myself, who are generally good at minigames and technically block other people from winning/claiming the more harder dailies. Games became hard to start because of the lack of active players, which is annoying enough on its own even for myself, but constantly being unable to claim rewards is even more annoying and discouraging. Solution: Possibly rework dailies so that you allow everyone to easily claim all the XP rewards, while keeping some of the harder dailies for the sake of earning more house points. I think this will be a good motivation for players who are still leveling up,
 
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Sticktrees

Graduate
Minecraft IGN: SmellyBigBro
Dark Follower Griffin Linked
#2
So I wasnt really in touch with leveling since I graduated like 5 years ago, but I saw a lot of discussions about leveling and was curious. Aurora and I first did some testing trying to find out how much ACs it would take to go from level 1-80. The number we got is somewhere between 8-10k ACs. Now back when ACs were the only way to gain spells (level up), you only needed around 2k. The difference is 4x. If we say the average player gets around 10 ACs from a single class (some classes give 5, some give 10, a lot of glasses give a bit more but not many people get the best grade, and even if they do, thats still about 20 ACs for something that takes around an hour), that means you needed to do roughly 200 classes before versus 800 classes today. A difference of 600 classes. Now obviously, todays players have so much more options for leveling, and Im going to go thru every single one that I could think of and test, but its just something I wanted to put into perspective. If a todays player did the exact same thing that a graduate player did in 2017, he would only be 1/4 of the way to graduate. The numbers I used in this thread are from a level 61 player (Thank you WildKoekje)
Mobs
Compared to other ways of earning XP, farming mobs seems to be extremely overpowered (even with the recent bug fix and overall nerf of the mobs). Dont get me wrong, farming mobs still demands a lot of time and effort, but its still way faster than other ways. I will compare every single way of obtaining xp with mobs, just to showcase how unbalanced it really is. A level 65 mob gives a level 61 player 5,1k xp per kill. That means that a level 61 player needs to kill roughly 570 mobs in order to level up, which does seem like a lot right now, but when we compare it to other way, you will see what Im talking about.
ACs
The most crucial form for old leveling system got extremely nerfed. A level 61 player who needs 2,9 million xp to level up only gets 167k xp from 10 ACs. That means that he need 173 ACs in total in order to go from level 61 to level 62. Now lets compare those numbers to xp from mobs. The 10 ACs which is something that a player can spend almost an hour in class for only equals to 33 mob kills. People struggle in Wiz PE class for a whole hour to get 10 ACs, meanwhile they couldve just killed 33 mobs in like, 10 minutes at most. Mobs are extremely easy to kill, it takes 1-3 spells to kill a mob if you have even just common gear for their level. The biggest issue with mobs is that the spawn rates for certain mobs are simply too low (some mobs only spawn 3 at a time, and once they die, you still need to wait some time in order for the next 3 to spawn).
Event xp
The current best (and very broken) way of earning xp is doing the even minigames. For doing a single minigame, you earn a modest amount of experience. Since you earn 6 game tokens, you can get 6 of those. For a level 61 player, that modest reward is 67k, and if we times that by 6, thats adds up to 402k xp. Thats almost triple from the amount you get from 10ACs. Doing 6 balloon popping games takes less than 5 minutes, so its like a player got 30 ACs in under 5 minutes. Thats extremely unbalanced. 30ACs is something you cant even get in a class.
Professions
Brewing a potion for your level earns you about 2/3 of xp that you would get from a single mob kill. Thats absolutely ridiculous. A potion which you need to spend 10+ materials (plants as well) and that you can fail, earns you less than a single mob kill.
Reputations
So first of all, reputations give a set amount of xp per task no matter what your level is. That doesnt make much sense. The player i did the tests with, that is level 61, doesnt have a appropriate town to do reputations in for xp. The level 70 towns are locked, and the highest level before that is Griffin Hollow (level 45). But lets ignore that for a second and imagine that the perfectly leveled player did reputations. The amount of xp you get per task in Griffin Hollow is 8k. If you were a level 45, the perfect level to get xp from that town, a single task equals to less about 4 mob kills. And it only gets worse as you level up since the amount of xp from the task stays the same, and the mobs give u even more. For a level 61 player that cant do anything higher than lvl45 Griffin Hollow, a single task equals to a 1.5 mob kills. And you can only do 6 tasks in 12 hours (~50k xp), that would equal to 10 mob kills for a whole town worth of tasks.
Dungeon
Another form of gameplay which doesnt give xp amounts based on level, but has a set amount which only gets less and less worth as you level up. It gives 150k xp which equals to 10 ACs xp wise at level 60. By the time you hit level 67, its already dropped to 1/2 of what 10 ACs give you. Just to be clear, a level 60-67 cant really run a dungeon alone. And back to mobs, at level 60 150k is worth the same as 30ish mob kills at its peak. Dungeon takes 10 minutes if all graduates are running it, so you can think yourself it its easier for a level 60 to kill 30 mobs or try to do a dungeon.
Daily reward
Really small. It gives about %1 of total xp needed to level up once. Less than 10 mob kills.
Daily riddle
From what I understood, Daily riddles give different amounts of xp now depending on which area they in, but from what I heard, theyre about the same amount as you would get from 10 ACs, which is still not that much considering it equals to 33 mob kills (and if were being real, its much harder and time demanding to try to solve a riddle than to kill 33 mobs)
ATs
So the amount of xp you get from ATs is higher than you get from ATs which makes sense as ATs are harder to get and you only get 5 for participating in a challenge. The issue Im having with AC/AT thing is that the exponential curves for those two dont match. That basically means that AT would be more worth at one level, and AC would be more worth at another. That makes zero sense.
Quests
Level 60 quests give 666k experience which is maybe one of the best balanced forms of leveling. It equals to 150 mob kills at that level. Obviously quests are a one time thing and should be high rewarding. (edit - a level 62 quest gives less than 600k xp, not sure if this is intentional, but yeah, another unclear inconsistency)
Dailies
The dailies and the amounts of xp they give do make sense when compared to ACs, but overall theyre not a lot. Most easy dailies give small amount of xp (~6 mob kills for a level 61), modest amount of xp (~13 mob kills) and large amount of xp (~26 mob kills). For example, being every position in quabbleball (20mins) and winning 3 games of hide and seek (maybe a bit less than 20 mins, if you dont lose) equals to 26 mob kills. That doesnt make much sense, as you can kill 26 mobs in way less time. Its not horrible as theres a lot of variety for dailies and its just fun and games, but still.
My thoughts
Even tho todays players have much more variety for leveling, I wouldnt say its any easier for them. A standard day for an old player would look like this - You would do a class or two in a day, and everything else you did wasnt based around leveling, it was purely for fun and making profit. A player couldve maxed himself with ~ 200 classes, if you tried to do that today, you would be 600 classes off. Todays players have the constant pressure to grind and level, they never get a break. And just to think that griding mobs is better for leveling than going to a class is crazy. Leveling got really complicated and honestly, its simply not balanced well. Saving ACs for graduate years so you dont have to grind mobs and other hacks that people are doing shouldnt have to happen. Besides just balancing leveling, the time people spend on the server should be balanced as well. It doesnt matter how fast you leveled up and how much you grinded, people stopped enjoying certain crucial aspects of the game. We barely see new duelists for example, and the way leveling works is to blame in my opinion.
What I would do?
I would buff the amounts of xp earned from ACs, by quite a bit. I would keep mob xp amount the same, but I would make the mobs harder to kill (being able to kill tons of mobs with 1 venonox while being in a tree shouldnt be possible). Quests and dailies I would keep similar as they are. Reputations and dungeon should give more, depending on a players level. All of those changes would put more focus on getting ACs rather than grinding, and it would make leveling easier overall.
Word. We've already had a talk with leads in GD but, chances are it won't get changed for probably another year. They don't prioritize it.
 

Magma

Animorphus
Minecraft IGN: MagmaC4
Auralock Dark Follower Phoenix Raven Vampire Werewolf SPEW
#3
The number we got is somewhere between 8-10k ACs. Now back when ACs were the only way to gain spells (level up), you only needed around 2k. The difference is 4x.
that means you needed to do roughly 200 classes before versus 800 classes today. A difference of 600 classes.
Potterworld AC reflects the inflated US housing market
despair
 

AtherielOA

New Magician
Minecraft IGN: Atheriel
Griffin Phoenix SPEW Linked
#5
Bump this post man

I totally agree, and things aren't balanced at all, as you mentioned to get levelling its better to just go grind mobs for few hours than actually have fun community based classes.

I feel like just to add on to this as much as it may not be relevant, but some aspects of the community has died too. Everyone at the moment are so close nit in there own groups of friends, or close staff friendship groups when you got new players joining, nobody knows who they are for days and days, it seems no staff or others take the effort to properly greet them and make them apart of the community. Some ask questions, about different bits in game and get response from staff. But i have also seen others just being friendly trying to create conversation in game but it feels like nobody is up for the task of actually socialising, it feels like some staff or whatever system they follow to dealing with questions it feels more robotic than actually human, and i think people soon get bored for basically being ignored in chat for just trying to have a nice conversation, how was your day etc who want to meet up etc.
 

Mxckeyyy

New Magician
Minecraft IGN: Mxckeyyy
Auralock Dark Follower Serpent Linked
#6
Bump this post man

I totally agree, and things aren't balanced at all, as you mentioned to get levelling its better to just go grind mobs for few hours than actually have fun community based classes.

I feel like just to add on to this as much as it may not be relevant, but some aspects of the community has died too. Everyone at the moment are so close nit in there own groups of friends, or close staff friendship groups when you got new players joining, nobody knows who they are for days and days, it seems no staff or others take the effort to properly greet them and make them apart of the community. Some ask questions, about different bits in game and get response from staff. But i have also seen others just being friendly trying to create conversation in game but it feels like nobody is up for the task of actually socialising, it feels like some staff or whatever system they follow to dealing with questions it feels more robotic than actually human, and i think people soon get bored for basically being ignored in chat for just trying to have a nice conversation, how was your day etc who want to meet up etc.
I actually can totally back you up on this matter. I see new players join every day when im on and for me who has played on 2 accounts for this server i must admit levelling is pretty broken. Players come and join the server for whatever reason maybe they like harry potter maybe they was bored or maybe they just like minecraft and wanted to try a new server or one of their friends got them into it etc. But my point is i see those players msg in chat asking about quest help or just being polite and i see a few players msg in chat but its always the lower level players. Most players on the server are lvl 80 and they sit in the great hall and talk to the poeple theyve been friends with for a few years and so on but there new players in the server and you dont acknowledge them which is why i feel the players base only has on average 30-40 players a day. 1 because players dont like how long it takes to level up, 2 players dont like how they get ignored and dont have anyone to talk to or make friends with. A server should be a place where players can come in and have fun get to know new people and join classes and events and have a lot of fun. But its mainly just players or jumping on to either spam the chat with what they are selling in the shop or sat in the great hall afk cause they have nothing to do. Im just gonna point out 2 key points that ive seen. Those new players need to be welcomed in properly like family and make them feel like they can have fun and enjoy themselves but the other point is if i was a new player and i jumped onto this server and i saw the chat being like:

Come to /housing ... to get the 71-80 collectibles and gear pieces for only 8k
. or something like that and also saw the other new players get ignored when typing in chat id probably leave. But ive grinded so much and honestly for me talking in chat doesnt really bother me. i obviously help out to those who need quest help and riddle help but thats about it.

Players should be welcomed in so they feel they wanna actually play the game because if we dont welcome these new players in then its just gonna be the same bunch of players every day again and again and im gonna say those players spamming the chat with shop items that your selling, you cant sell items if there aint anyone on the server who dont have them. most players on the server are all lvl 80 and have been playing for years.
 
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Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#7
I actually can totally back you up on this matter. I see new players join every day when im on and for me who has played on 2 accounts for this server i must admit levelling is pretty broken. Players come and join the server for whatever reason maybe they like harry potter maybe they was bored or maybe they just like minecraft and wanted to try a new server or one of their friends got them into it etc. But my point is i see those players msg in chat asking about quest help or just being polite and i see a few players msg in chat but its always the lower level players. Most players on the server are lvl 80 and they sit in the great hall and talk to the poeple theyve been friends with for a few years and so on but there new players in the server and you dont acknowledge them which is why i feel the players base only has on average 30-40 players a day. 1 because players dont like how long it takes to level up, 2 players dont like how they get ignored and dont have anyone to talk to or make friends with. A server should be a place where players can come in and have fun get to know new people and join classes and events and have a lot of fun. But its mainly just players or jumping on to either spam the chat with what they are selling in the shop or sat in the great hall afk cause they have nothing to do. Im just gonna point out 2 key points that ive seen. Those new players need to be welcomed in properly like family and make them feel like they can have fun and enjoy themselves but the other point is if i was a new player and i jumped onto this server and i saw the chat being like:

Come to /housing ... to get the 71-80 collectibles and gear pieces for only 8k
. or something like that and also saw the other new players get ignored when typing in chat id probably leave. But ive grinded so much and honestly for me talking in chat doesnt really bother me. i obviously help out to those who need quest help and riddle help but thats about it.

Players should be welcomed in so they feel they wanna actually play the game because if we dont welcome these new players in then its just gonna be the same bunch of players every day again and again and im gonna say those players spamming the chat with shop items that your selling, you cant sell items if there aint anyone on the server who dont have them. most players on the server are all lvl 80 and have been playing for years.
yea i noticed a lot of people bring this up, its not necessarily something that the server can directly change when it comes to whos friends with who and if they will help someone, but certain things like separating new players from the world wasnt the best idea imo. And then some stuff like muggle chat was a good addition, but even that is just for welcoming players mostly (with the prewritten messages...). And trade chat well, i am also kinda sick of seeing those messages both in game and on discord- its starting to feel like spam. About helping people, i do believe that people try to help, but when theres not many people online and no prefects online, its really hard to get the help that you need. I feel like FYE still didnt fully succeed in teaching players the basics, many people dont know about /faq and thats also one of the issues. I made a thread about updating the tutorials on youtube so people dont have to depend on others who are online to be able to progress.
 

Aber4th

New Magician
Minecraft IGN: Aber4th
Raven Linked
#8
Agree, something has to change...

But also, leveling at the moment, is way easier then it was before in my opinion.
I regularly see people saying they went from lvl 0 to lvl 80 withing a couple of months. That was not close to possible before Revelius, where people took years to get to level 80. At that time there were a lot of players online, now i regularly see a max of 40 at the same time.

Examples of people reaching lvl 80 quickly:
  • LavenderBrown
    • Joined: 16 May 2023
    • Lvl. 80 in < 89 days
  • OllieBolli
    • Joined: 14 April 2023
    • Lvl. 80 in < 121 days
  • SynonymsForSky
    • Joined: 10 February 2023
    • Lvl. 80 in < 184 days
These players are just a few that reached level 80 quickly. I checked all their levels back on the 13th of august, at that time i saw they were level 80, which means that they reached lvl 80 before that day.

The thing i see happening is people reaching 80 and then leaving the server. They do not get the time to really get to know the community during their time leveling and once they are level 80 they "finished" PWMC and do not have a reason to stay.

In my opinion, leveling shouldnt be this quick, then the question ofcourse remains... How? as only grinding isnt nice either... Maybe adding more professions? Bringing Herbology back? What i mean to say is, people leave and i've got the feeling that it partially comes because people finish playing, after level 80 there is nothing but the community keeping them here... if they didnt spend enough time with the community (half a year really isnt enough) they'll just leave cause they do not have a connection.

Alrighty, that was my opinion, shoot xD
 

TallBlondeDude

Librarian
Minecraft IGN: TallBlondeDude
Auralock Dark Follower Phoenix Serpent Vampire Werewolf Linked
#9
rebuff daily riddle hardcore problem solved


and im serious, I leveled 73-80 pretty much exclusively off of the daily riddle, flying, and potions class - the bulk being daily riddle.
 

Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#10
But also, leveling at the moment, is way easier then it was before in my opinion.
This is the point of my thread - just because it's possible to constantly get XP, that doesn't make it easier. Or more fun. Yes, it's possible to level up wayyyyyy quicker, but at the cost of you having to grind countless mobs.
Examples of people reaching lvl 80 quickly:
  • LavenderBrown
    • Joined: 16 May 2023
    • Lvl. 80 in < 89 days
  • OllieBolli
    • Joined: 14 April 2023
    • Lvl. 80 in < 121 days
  • SynonymsForSky
    • Joined: 10 February 2023
    • Lvl. 80 in < 184 days
I reached lvl 80 (bought all spells at the time) in 100 days, back in 2017. So this list doesn't really prove much, tho you are right, it's it possible to level up much quicker if youre willing to grind mobs non stop + can do the dailies. But like I said, if u just wanted to level from ACs like before, that would be an impossible task.
You're right about people not having anything to do at level 80, it was always an issue. People used to duel or roleplay, but those are kinda dead now.
Professions will be a thing in systems 2.0

What i mean to say is, people leave and i've got the feeling that it partially comes because people finish playing, after level 80 there is nothing but the community keeping them here... if they didnt spend enough time with the community (half a year really isnt enough) they'll just leave cause they do not have a connection.
This is an interesting point and I do think it's true, simply by looking at the list you gave out.
 

Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#11
Event xp
The current best (and very broken) way of earning xp is doing the even minigames. For doing a single minigame, you earn a modest amount of experience. Since you earn 6 game tokens, you can get 6 of those. For a level 61 player, that modest reward is 67k, and if we times that by 6, thats adds up to 402k xp. Thats almost triple from the amount you get from 10ACs. Doing 6 balloon popping games takes less than 5 minutes, so its like a player got 30 ACs in under 5 minutes. Thats extremely unbalanced. 30ACs is something you cant even get in a class.
I need to bring this up again bc basically the same thing happened this year, with the exception that the cooldown isnt 24h hours anymore, most activites only have a 30 minutes timeout (so y'all can do the math yourself and hopefully understand how unbalanced that is).
Don't get me wrong, I do think leveling should be easier and I support giving people XP boosts during event - but this thread is about the balance. Why should any upcoming player who is trying to level up go to classes and spend a lot of time and effort for 10-20 AC at most, for it to count the same as doing three 20 seconds long activities during an event with a 30 minute cooldown that give more experience than 20 AC. ACs need to be buffed, or at least nerf those rewards.
 

alyshara

New Magician
Minecraft IGN: alyshara
Dark Follower Serpent Linked
#12
Coming back into this thread a year later, what's frustrating about ACs is how many of them are rewarded based on skill rather than effort. You can get 20 ac in dueling or flying, but you have to be good at flying and dueling, and it feels very punishing to always get 10 from those and see the same people get 20 repeatedly (especially people who have finished 7th year). The classes that ask you to do essays or quizzes are also skill-based to some extent, but have much more of an emphasis on effort.

If ACs are supposed to be important for leveling, it shouldn't be so punishing to new players. Or, perhaps there should be some classes that are only for people who are, say, 5th year and below.
 

Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#13
Coming back into this thread a year later, what's frustrating about ACs is how many of them are rewarded based on skill rather than effort. You can get 20 ac in dueling or flying, but you have to be good at flying and dueling, and it feels very punishing to always get 10 from those and see the same people get 20 repeatedly (especially people who have finished 7th year). The classes that ask you to do essays or quizzes are also skill-based to some extent, but have much more of an emphasis on effort.

If ACs are supposed to be important for leveling, it shouldn't be so punishing to new players. Or, perhaps there should be some classes that are only for people who are, say, 5th year and below.
I hear your point, I can't really disagree, specifically if we look the bigger picture of a point you made, dailies to be precise. I feel like I mentioned it somewhere, but dailies are really frustrating to get, especially if you aren't as skilled. It shouldn't be that way, because those OP ppl don't even need the buff XP rewards, you do. Regarding classes, I also think it's fair to give more AC to people who earned it, and generally majority of the classes aren't flying or dueling so it not completely unbalanced, BUT ACs are primarily meant for leveling and like you said, most of those people who keep winning are graduates and they shouldn't be the primary player base for ACs.
 

TallBlondeDude

Librarian
Minecraft IGN: TallBlondeDude
Auralock Dark Follower Phoenix Serpent Vampire Werewolf Linked
#14
Honestly, I think most people winning flying and dueling do it more for the house points than the AC, which I can see being frustrating to those looking for AC.
 

Ivan_

Professor
Minecraft IGN: _Navyy
Auralock Griffin Phoenix Vampire Werewolf Linked
#16
what if we just went back to years instead of levels
how would that work? Considering you know that they heavily shifted the game towards quests, added stuff like reputations and xp to mobs, dailies? I mean I know its possible but they would never do that lol, they don't even balance the existing (broken) numbers, yet alone do something radical like that
 

Magma

Animorphus
Minecraft IGN: MagmaC4
Auralock Dark Follower Phoenix Raven Vampire Werewolf SPEW
#17
how would that work? Considering you know that they heavily shifted the game towards quests, added stuff like reputations and xp to mobs, dailies? I mean I know its possible but they would never do that lol, they don't even balance the existing (broken) numbers, yet alone do something radical like that
i mean its possible bro why you hating u just a hater on god