Posts by Bukanero

    You are proving my point exactly. I know this isn't 2010 anymore—I literally mentioned the forge in my very first post. If the game today allows a level 44 to easily get and wear level 111 pink gear through the forge or the market, then keeping the dungeon level limitation makes absolutely no sense. It is an outdated restriction that contradicts all the modern mechanics you just listed. Why give players freedom in forging, underworld, and suits, but keep them locked in an artificial progression loop inside dungeons?


    Furthermore, you cannot "farm" Negotium X. It gives absolutely no gold, no items, and no rewards. That is the entire reason why it is a frustrating and dead feature.


    You also just proved my point once again by mentioning the drops. If the new updates allow Red items to drop even in early, lower-level dungeons, it makes the dungeon level limitation even more absurd. Why give low-level players access to top-tier Red drops, but then block them from progressing through the dungeons using their own strategic setups? You are telling me to "just play and progress," but the level limitation is exactly what stops players from progressing naturally based on their tactical skill. The mechanics completely clash with each other. I don't need to "update"; Gameforge needs to update their dungeon design to match the current reality of the game.

    keeping the dungeon level limitation makes absolutely no sense.--> play level up and keep unlocking new dungeons, its fun

    But this is not gladiatus 2010 anymore, since then forgimg equipment has been introduced, underworld and suits. If you join a guild or buy equiment from market or how he manages his gold shouldnt bother anyone. You are assuming he has been helped, its purely forged pink equiment, its so abundant its easier to build pink than green nowadays. U need to update game is old, things are not like when equipment was only from auctions.

    Donated goods? pushing? its just an account with pink equipment. Why you care so much on how others play? I find nothing wierd

    all you need is high healing for the medic with the new items, the bosses are captured in negotium X, try there

    Fighting them in Negotium X misses the whole point of my post. As I mentioned before, Negotium X offers absolutely no rewards or recognition for your victories.


    Also, back then, you couldn't just rely on a single medic mercenary to carry the fight. The main character wasn't strong enough to act as a solo damage dealer or tank the boss alone. You actually had to balance your whole team, strategizing every mercenary's position and role.


    The real fun was about pushing your low-level account to its limits within the actual dungeon progression and showing off those hard-earned conquests. Testing setups in an artificial simulation that gives you nothing in return feels completely empty and frustrating. We want the actual dungeon progression to matter again.

    Im sorry if you dont like negotium X but iys what it is. Are you not bored of asking the same over years and years?

    As said you go to the bosses your guild has captured and you fight them, if you win and that makes you happy take a screenshoot :)

    happy game

    La razón principal fue que, al ser un evento de misión con el cambio de pacto, hay una enorme diferencia de honor. Te lo han mostrado y tu misión era realmente baja. Casi inexistente. En cambio, vienes aquí diciendo que todos son un programa, cuando probablemente solo se han aprovechado del evento a través de la diferencia de honor. En niveles bajos, la arena y Turma son la principal fuente de XP, intenta mejorar el equipo en la AH.

    I feel like this conversation is starting to go in circles. I honestly don't understand the need for this request. Gladiatus already offers a wide range of server speeds to control pacing. If x5 is too fast, there are x4 and x2 options. If you really want it to take 10 years to reach level 180, x1 servers exist, just pick based on it, Gladiatus offers the tools. Implementing an EXP lock would do more harm than good to the game. There has never been a need for such a feature, so just pick a server speed that suits your playstyle and enjoy the ride.

    An EXP lock actively encourages and legalizes twinking, creating stucked low-level characters that mathematically destroy actual new players in the arena. You can't ban a player just for having better gear, which is exactly why the developers shouldn't give them a tool (EXP lock) to permanently park and abuse that advantage.


    You said the game should be fun from level 1 to max, and I completely agree! But experiencing levels 1 through 100 means playing through them, dynamically upgrading your gear, and adapting to new challenges. Parking your character at level 30 forever isn't "experiencing the early game" it is refusing to take the journey altogether.


    Other games might have this feature, but Gladiatus is a resource-management RPG built on constant progression. The developers removed the old, tedious low-level grind precisely so we could enjoy the journey without getting stuck. Choosing to intentionally get stuck is just asking to play a lesser version of the game.

    You hit the nail on the head. The monopoly of multi-accounts and over-geared alts hoarding the #1 spots in Arena and Turma with infinite resources is exactly the kind of toxicity an EXP lock would permanently legalize. It would completely kill the competitive integrity of the lower brackets.

    Building on your point, if the developers are going to make any adjustments to the EXP system, it should actually be the exact opposite of a lock: we need a slight EXP increase for Arena and Circus Turma. Here is why this makes perfect sense, especially with the new progression curve:

    • It counters RNG stagnation at all levels: At the highest levels, even with perfect gear and stats, the RNG factor in PvP means you are going to take losses. Right now, this RNG effectively halves your potential EXP output from arenas. A slight bump in base PvP EXP would normalize this and reward active participation, even when the RNG isn't in your favor. At lower level it would favour them attacking to level faster.
    • It is the ultimate anti-parking mechanic: If Arena and Turma naturally yield more meaningful EXP, it directly prevents the exact issue you mentioned. Players trying to "park" their fully forged multis in lower leagues will be forced to level up and out of their brackets just by actively participating. It naturally cleanses the lower leagues of abusers.
    • It supplements slow Dungeon point regeneration: Since dungeon point regeneration isn't extremely high to begin with, having a consistent, slightly boosted EXP gain from Turma and Arena would help smooth out the journey. It would provide a reliable, active way to progress towards the new endgame levels, perfectly complementing the recent updates without breaking the game's pace.

    In short, pushing players forward through PvP is the healthiest way to keep the leagues dynamic and ensure everyone eventually reaches the new content!

    There are even videos and guides out there showing players reaching and beating the Underworld with zero base stats, using nothing but gear from the auction house and Hermeticus. That is exactly why I intentionally conducted my test run with barely trained stats and highly accessible gear. You don't need a massive gold reserve to survive the early game; you just need basic game knowledge. By reading a simple guide and picking up cheap blue/pink Lucius items from the auction house, any new player can comfortably manage the fast progression.

    Furthermore, we have to distinguish between server environments. If a new player wants a relaxed, slow-paced experience without the pressure of an accelerating economy, older servers are perfect for that. On established servers, 99% of the active population is already level 100+. This means there is almost zero competition for early-game items on the market, allowing you to gear up dirt cheap and play entirely at your own pace.

    However, on a newly launched, fast-paced server, the meta naturally revolves around reaching that level 100+ threshold. The game provides the tools to get there quickly and cheaply—you just have to use them

    The real historical problem with the game was the level 180 cap. People spent 5 years wearing the exact same gear because there was simply nothing new to craft. This update finally fixes that by expanding forging all the way up to level 300. Because the XP curve is exponential, reaching those higher levels would be mathematically impossible without this massive progression refresh.

    As for the Metin2 comparison, it simply doesn't apply here because the core design of the two games is fundamentally different.

    The update is doing exactly what it needs to do

    6. Access to new equipment and years of high-quality content

    By progressing naturally, you finally reach the newest, most powerful equipment tiers. The developers have brought years of incredible, high-quality updates to the game. Accelerating through the early levels ensures that you get to actually enjoy all of this fantastic modern content and gear, rather than leaving it untouched while being stuck in the old mechanics. Game has been refreshed and we finally can enjoy years of game.


    "True mastery requires adapting to a dynamic meta, not a mathematically solved bracket "
    At lower levels, the game is essentially a solved equation. The strict stat caps and limited gear options mean that once a build is perfected, the challenge vanishes entirely; it becomes a static, stagnant environment with zero strategic evolution. For a truly experienced player, real skill isn't about sitting comfortably under an artificial ceiling where the math never changes. It is about engaging with the endgame, where the vast combinations of advanced scrolls, complex gear synergies, forging optimzation, smart build choices, material swapping and conversion, correct tool usage, farming paths and Underworld mechanics combined with the monthly microvents create a continuously evolving meta. Forcing an EXP lock reduces a complex, living MMO into a stagnant mini-game, completely removing the adaptation, theory-crafting, and forward momentum that actually defines top-tier gameplay.



    Regarding Arena Rewards: The Macro-Economy and the Level 100+ Shift

    The current state of arena rewards actually makes perfect sense when viewed through the lens of the game's broader economic design. The arena isn't neglected; it already features dedicated micro-events and league-wide jackpots that scale appropriately.

    The core design philosophy is that gold and early-game rewards are transitional. Once you reach level 100 and fully unlock the potential of the Underworld costumes, gold fundamentally ceases to be a limiting factor. True wealth generation in Gladiatus is not about grinding early arena brackets for bracket-specific prizes; it is about strategic resource management and patience.

    Experienced players understand that the real economic engine relies on capitalizing on the right combinations, playing suits, stacking extra gold during expedition micro-events, maximizing mission events, efficiently leveraging training discounts, and fully exploiting costume festivals.

    Because of this, the lower-level arenas are intentionally designed as a stepping stone. Players are meant to progress through these brackets rapidly to reach the 100+. That is where generating gold, farming top-tier items, and engaging in PvP actually matter and actively fuel the server's economy. Front-loading heavy, unique rewards into the early brackets would completely disrupt this intended progression flow, distracting from the actual economic depth waiting at the higher levels.

    This shift in focus toward PvE and high-level progression is exactly where the game opens up. For instance, I managed to beat C1 with barely trained stats, using blue and pink Lucius gear from the auction house and crafted from smelts, plus an orange weapon crafted from the new dungeon drops. I did this as a test, relying solely on expedition cards from the daily free arena chests, and comfortably reached level 114. I geared myself up again with pink and orange combos, smelting outside of events and forging without tools just to test out the new update. Though I couldn't beat certain dungeon bosses until I got the new healing items, skipping them is totally fine—it actually saves travel time so you can focus on the real grind.

    A new server is opening soon, so if you feel ready, come try it out for yourself!




    That been said, sit down play and enjoy :)


    Cheers!

    1. Locking EXP is essentially refusing to play the game Progression is the core loop of an RPG like Gladiatus. By locking your EXP, you aren't playing the game; you are pausing it indefinitely. The entire identity of the game is based on your gladiator getting stronger, overcoming harder challenges, and moving forward. Refusing to level up is simply refusing to play the game as it was meant to be experienced.

    2. The EXP adjustment has a purpose: The Endgame The game has received massive updates over the years (such as the Underworld, Britannia, advanced scrolls, etc.). The EXP gain was deliberately accelerated so players don't waste months grinding in obsolete zones. This faster progression is actually a huge advantage because it helps you reach level 100 much faster, which is essential for unlocking the highly valuable Underworld costumes. Low-level areas are now simply a bridge to the real content. Asking to stay there permanently is like asking to live in the training arena. The game pushes you toward the higher levels because that is where the true depth and complexity of modern Gladiatus actually begins.

    3. Low-level bosses are meant to be transitional Those early bosses are designed as a tutorial to teach the basic mechanics of expeditions and dungeons, not to serve as permanent, punishing roadblocks. Outgrowing them quickly is the natural progression of your character. If players want bosses that require heavy preparation, stat optimization, and perfect gear, that content absolutely exists—but it is waiting for them at the higher levels.

    4. Stagnation hurts the economy and Guilds A Gladiatus server needs a constant flow of progress to thrive. If a large chunk of players decides to just "pause" at level 30 or 40, the high-level economy suffers. Guilds need active players who are leveling up, donating gold, fighting in high-level wars, and generating valuable items or keeping Market active. A player who voluntarily stagnates stops contributing to the long-term growth and health of the server.

    5. The new curve skips the outdated grind and opens up the Underworld sooner Thanks to the accelerated progression curve, players reach level 100 much faster and can immediately start playing the Underworld on "Easy" difficulty. As long as you have the correct combination of equipment, this content is completely doable and allows you to keep grinding efficiently. The system actively spares players from struggling and wasting time on the early, outdated levels, smoothly pushing them straight into the modern content where the grind is actually rewarding.

    Evro suggested adding a pact similar to Blessing of Apollo that would increase dungeon points, and I think that is a good idea


    this could be interesting but the issue with dungeons is their regen time even with suit on. I understand it, but the expedtions regen time is way way faster, yet why would anyone swap from apollo to a new pact that gives more dungeons points unless there a top dungeon micro event like this 200% xp one. For 99% of time i dont get it and would still run apollo permamnently.


    As i see it now, dungeons give a boost to reach fast lvl 100 specially on x1 servers, no one played dungeons before, now they turn part of game. Over 100 and with suits you are right that the math changes. But if you think it carefully on both scenarios the apollo pact is superior just because of that regen time, unless speciall dungeon micro events are added. I think the chamges need to be done in the micro events rather than in the suits gold on drop



    doing adjusted microevents will allow us to choose c2 or c1, with faster regen dungeon micro events, 200% exp dungeon , 50% dungeon points , vs expedtion focused micro events (ruby, tools, gold exoedition, exp expedition etc)

    Dependimg on the event style we can choose one or other costume, spare events 5 days from each so every speed can plan correctly the desire suit. While in the middle they can add the rests days and bulky events (to call it some how)



    if this was the case and dungeon microeevents are adjusted and become part of the event pool in a more frequent and adjusted rate that new pact will make sense and we could change apollo with it as well as the uw dress.





    i tried the new dungeons and on many servers, and i really i dont feel any change needs to be done trully, just proper focused micro events so we swap c1 c2 according to it. The update has been very nice implememted is impresive, they have done a lot of work

    ok i understand now

    i also have a x1 account with no suit

    but i get different values you said:

    That is 1.7 times more gold in dungeon than on expedition.

    I said that we are selling around 80% of drops so adjusted values




    i did 118 expeditions

    got 992.983 gold

    and 41 drops (15 of wich were materials)-> 26 items worth 333.570


    using apollo pact




    i did 97 dungeons

    got 458.797 gold

    and 78 items worth 861.867 gold


    my point, is your data is incorrect, i even used dungeons eggs so i did more dungeons, expetions are still way better in drop / gold ratio this said the dungeon buff feels perfectly nice i dont think further changes need to be done, its simply perfect.

    I didnt use any expediton eggs but i used dungeons eggs to run a similar ammount of them. Dungeon regen time is slow and i wont have been able to run it close to 100 if not.


    Normally eggs wont be used, so during the same ammount of time expedtion will still provide higher total gold than dungeons. ( Because we can do more expedition due to the faster regen time). Even more if you used apollo, i just tried to make them as close as possible and get the sample to 100. But its a hard task of speed x1 with no boosters in this little time and no suits.



    probably your data had a lower sample than mine, i still get more gold from expeditions.


    it was a old account i never played witn, lvl 91, the drop quality was very similar in both dungeons and expeditions


    from expeditions i got 0 green, 34 blue, 6 pink, 1 orange

    from dungeons i got 24 green, 50 blue, 5 pink




    if i can suggest you do a higer sample so we can compare results.



    as you can see combine the gold from items (assumimg you sell them all) from both dungeons and expeditions and its pretty close but my data is very different to yours.



    Please could you run a further sample, we can compare again after the event ends.


    Thanks



    Comparing both results (ill wait for your adjusted 100 sample data)


    Expedition adjusted earnings: 351k + 64.8k = 415k gold

    Dungeon adjusted earnings: 224k + 418k = 642k gold


    415/25 = 16.6k gold per expedition

    642/25 = 25.7k gold per dungeon


    Expedition adjusted earnings: 993k + 334k = 1,327k gold

    Dungeon adjusted earnings: 459k + 862k = 1,312k gold



    1327/118 = 11.2k gold per expedition

    1312/97 = 12.5k gold per dungeon


    with no pacts or suits, you can do more expeditions daily than dungeons, so you still earn more gold daily from expeditions than from dungeons.

    I get lower gold per expedition/dungeon because i sadly dont have a higher account on low speed server.


    then apply the daily expedtions and daily dungeon max ammount per day with your server speed, and expeditions are still superior.


    We need to adjust this gold per expedtion and per dungeom to the max ammount of daily expeditions and dungeons




    With my sample and centurion on, during 7 days and doing all points possible:


    From Expedition: 2.777.600 gold

    From dungeoms: 2.425.000 gold



    248 weekly expeditions


    194 weekly dungeons




    Adding apollo pact


    From Expedition: 3.225.600 gold

    From dungeoms: 2.425.000 gold





    260 weekly expeditions (10% of not loosing point) -->288 weekly expedition assuming a rounded 10%


    194 weekly dungeons




    Adding the apollo pact changes the balance of it eben more, all this calculation are from speed 1 and no suit.



    You assumed dungeoms give more gold, but i did this 100 run test and adjusted them to weekly normal run, and both pact and put of pact expeditions are still on top in terms of gold. With no event bonuses too.


    This beimg said, dungeons feel as support way to further lebel up amd be able to reach the new update items, while expeditions continue to be the main way of leveling, drop and suits. But this changes drastically with the active current micro event, or with the suits added. So this data will be only valueable under level 100 where no suits can yet be used.


    I perosnally find it a noticeable bopster in gold exp and help us keep playing the game without seeming it impossible to reach the new levels added in the update, making the game more enjoyable and playable, as dungeons before were totally useless.





    if leveling is "so fast" you can simply not play the game xD

    the core of game is leveling and new update needed this adjustments, i am overall very happy with this adjustment. Must say dungeons are finally playable, and the new scrolls open a lot of options to game