Day 2.
I started the day setting the base level capped at 30, aswell as setting all status to 30 aswell, then made a mob db and items fitting for level 30, I've made a new character, another archer, and been playing the game quite alright, but later it started to bore out because the enemies were taking way too long to die, so had to nerf the monsters levels to 15 and status 30, and they ended up somewhat soloable for an archer, played with the character until I reached Bard Level 45, until started to wear out because the leveling were way too easy, the enemies in Umbala, some of them were dealing good damage, but others were dealing way too little damage, so I changed the level of the monsters to around 20, and the game turned somewhat dangerous and bearable, at least for a solo player.
Anywhere I went, monsters were beatable, I felt like had the chance of defeating enemies, while I were grinding around the Elder Willows, Dead Branches were dropping, all monsters that spawned from it, I were able to face, and recieved an satisfactory damage from their attacks, alongside their exp, I could kill them all even though my character were still an Archer, and weren't at maximum level, even a Plasma and a Mutant Dragon spawned, and I could beat them.
Even though the monsters like Plasma and Mutant Dragon appeared, they were beaten with 3 arrow shots, which is kind of weird, I believe the scaling of the program still needs some work, even more since the exp given by them is way too generous compared to how easy they were to beat. Talking about the exp, since I didn't added a scaling to the exp given by the monsters, the game gives more exp depending on the more leveled the monster is, meaning that comparing the exp given by the Mutant Dragon, and the exp given by the Poring, obviously the Mutant Dragon will give way a lot more of exp than the Poring. That may give a good side effect since means exploring dungeons and far places is good, but on other hand, If the monster is easy to beat, nobody will stay for too long on early maps.
The fact that the player class influences on the tougher the player is, is being a trump for the Deleveled mode, because the player can go farther in the game with less problems with a second class, than with a first class, but If the player with first class decides to go farther in the game, can do so too, beside may be somewhat dangerous certain places due to the low status of the player. At least when I saw a npc telling me the recipe to make a hat in Lutie, I instantly thought "I can gather the items to make it", even though my archer weren't a bard or minstrel at the moment.
The fact that the level never changes the status, makes so potions have persisting effects non depending on how far you are in the world, in my case, until Bard Level 40, my best friend were the Novice Potion, yes, the Novice Potion were helping me with low health issues, after Level 40, I had to rely on... Meat! Yes, the Meat were doing the job of the White Potion in my case. If there were a way of changing the potions healing effect, I would attempt to make it lower the restoring power based on the level scale.
Talking about loot and exp, before beggining to play with my newest character, I've changed the job exp to give 50% more exp than usual per monster kill, It doesn't make a "breeze" to level up, but at least doesn't make the class level leveling be a substitute to the base level, the drop rate of Items I had to change too, changed to 25% more loot all, and the loot were being way too generous, at least I could do the testing of items and equipments without much problems.
What kind of hindered the testing somewhat, were the fact that my Izlude map is currently with npcs, portals and spawn points out of place, so I had to @go in and out of Izlude, the other thing that kind of hindered were the fact that I forgot to restore Morocc outskirt maps, since the old Morocc maps has strong enemies that I could use for testing, and Satan Morocc made the pleasure of destroying it all.
I kind of think also that the program I've made to change the monsters status based on level will need a few tweaks, since setting it with the rules from the server makes the monster be a sponge of hits, or maybe, I could add a function to setup the difficulty of the monsters, so the game nerfs/buffs enemies depending on the server owner.
For today, that's all the feedback I've got about the progress on the project.