Posted 02 September 2025 - 08:38 PM
Consistently hitting 60xpd mobs is so much better than sitting healing and running into trap grids trying to reach each 90xpd monster that it doesn’t make sense to use the harder area. So everyone just trains in the Museum because they get the best party XP/hour of grind. Not because areas are too hard — but because the XPD doesn’t make up for the time spent managing kill-to-pass, traps, invis, monster damage, poison, etc.
That is the case for almost every area designed for higher level characters. New areas seem to have XPD almost arbitrarily slightly higher than existing XPD. Huge oversight when 31+ came out and areas were designed for high-level parties. The XPD basis needed reevaluation based on monster and area difficulty.
XPD could be scaled by factors: KTP, damage, poison, stack size of monsters, follow-rate, spawn frequency, distance from town, keys needed to reach, etc.
However, it seems like this scaling concept never occurred to any staff — ever.
Players are pointing it out because they are seeing that they should train GM parties in noob areas rather than really playing the areas designed for them. Otherwise, they’re wasting hundreds of hours due to inefficiency of poorly designed XPD scales.
Nightmist Main is not too difficult. Every area is playable solo, except a couple of bosses designed to require more. Players of Nightmist Main are asking for benefits to be scaled with difficulty rather than sticking to a broken, poorly designed XPD concept. They want the harder areas to be better to use for training than noob areas.
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7