I don't remember exactly which version I most recently played, though I believe it to be the one up for discussion, I remember exactly what my first disappointment was when I came back. I was probably around level 20 or whatever. I killed my first Cell Jr., because that's what I always did. I spent like half an hour working that things health down, and If I let it walk off screen, the bitch would heal. To top it off, my regeneration was nerfed, but I still got this thing beat, and when I finished it, I got like 2 exp.
I was jacked.
Did Volk typo? I should have got like 2000 exp. Lazy Euro...
Then I was told I had to actually kill the monsters in order, so I went to namek, where I started with Guldo, who consequently, gave me like 2 exp also.
So in a summary, the whole level in specific order thing is nonsense to me. I don't know if that system was around in 15, they all kind of blend in together anymore after the years, but it is a system that I much dislike compared to the older versions.
Ryzos wrote:
The leveling system makes leveling difficult for the players, which some do not like. In my own opinion, I think it should be removed- but leveling should still be slow; but not too slow. In all honesty, the guide hinders leveling for many players. There are gaps here and there, leaving players struggling to kill the mob(s) that give them the most experience.... Thus, why not change it from being near their level to get the most experience to having to be their level to finish them. This would make leveling "easier", but it would also make it so players can't have a friend KO mobs for them to level up; thus targeting what you were trying to in the first place.
I wanted to address this in particular, because there is a system that has been in place for quite a while that does just this, and that is that you can not finish a mob unless you are at least one tenth (1/10) of its strength, or which ever stat the system is based off of. This doesn't address stronger players helping you KO them, so I will revisit this 1/10 rule in a second.
Partying. The Party system. I've never used it. When it first came out, I remember it being used as a way to level nubs on stronger mobs. The stronger got full experience, and the nub got some free experience for standing in view. This is not what I think of as a party. When I think of this system, I visualize it as something on the lines of a few people of similar strength grouping together to sweep a much stronger opponent. The group fights as a team, and splits the experience evenly. As per other topics among the suggestions forum, it seems to be the consensus that the party system needs revamped.
Back to the 1/10 rule. This doesn't solve stronger players KOing monsters for the weak.
The simple fix: *drumroll* The Player that engages the mob in battle, is the only player allowed to attack, Knock out, and finish the mob. The player may disengage battle by leaving the view of the monster, and the monster is restored to full health. Issues addressed here:
-Stronger players will not be able to KO the monster for a weaker player, the system prevents it.
-Leveling is still bottlenecked to an extent. You can't kill mobs way stronger than you. However, you can spend a long time chipping away at a stronger mob that you just barely are able to kill for large experience gains, or you can kill several mobs relative to your strength for smaller experience gains.
-Bonus! No more annoying kill steals.
Partying: Player one decides to create party. All other players that join the party must be in relative strength to the player (Give a little slack here, say like plus or minus 20% of the creator). The total strength of the party is figured and divided by the number of party members minus one(n-1, n=partymembers), this total applies to the 1/10 rule. All the party members are allowed to attack a mob engaged by a member of the party, and any member may finish it. Experience is divided equally.
-Leveling is still bottlenecked, as the experience is divided equally.
-Quests received insanely early (lvl 10 player recieves kill 25 ginyu force members) made easier to complete with others.
-Open to suggestions. Party quests anyone?
So yeah, I guess my opinion turned more into a suggestion which probably deserves its own topic, however, I will justify it by saying that its just one big tweak to the leveling bottleneck system and party system.
