It also goes up...I can't quote since I might be violating something but it goes something like this:
Formula (You get a bonus if you solo, you multiply it by 5, if not, then no multiplier just mob level+assigned xp), so your premium is "soloing", it's like its in-game elixir but soloing isn't easy by all means:
Map 1 (For level 1-10): (Mob Level * 5) + 100
Map 2 (For level 11-30): (Mob Level * 5) + 150
Map 3 (For Level 31-40): (Mob Level * 5) + 250
Map 4 (For Level 41-50): (Mob Level * 5) + 300
Map 5 (For Level 51-60): (Mob Level * 5) + 350
Map 6 (For Level 61-75): (Mob Level * 5) + 400
You have access to the entire map, no restrictions, xp all over the world, at your own risk. Mobs are harder of course. You have to inflict a certain amount of damage to a mob to actually get a share of the xp and loots, so you can't just leech and do nothing. That's actually very very basic, the formula isn't even complete yet because I'm lazy now, but it's something in that effect. I'm not assigning accurate numbers because it requires too much effort for just a simple point. This is by far a more legitimate leveling up system than the one PL does now. Guess what, the game's been around for like 6 years now, and one of the best, if not the best.
Darn it, that sounds good. Currently, in PL, level means nothing to me, people could have bought their way to 66. Kills are going to mean little too, because people can up their kill counts by going to low level dungeons with the new elixir. And, tbh, I actually think a certain proportion of deaths is fine as it might indicate someone that didn't just leap out of a game the moment the going got tough. But in that game's system, the kills and level actually have a significance, are an achievement to be proud of.
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