Would Latale be better if it were easier or harder?

PineapplecakesPineapplecakes Posts: 66Member Beginner
Easier: Maybe taking less experience to level up?
Harder: More experience needed to level up?

Why or why not?

Comments

  • HigurashiRikaHigurashiRika Posts: 18Member Beginner
    Preferably I would like it if the required EXP was the same throughout the later levels (something akin to The Witcher 3 needing 2000 EXP per level after LV10, or Deus Ex Human Revolution / Mankind Divided needing 5000 EXP per Praxis Point).

    The fact that from 185 onwards it starts becoming a slow crawl towards 200 then towards 235 it gets even slower. It's been claimed that the real game starts at 200 by others, so why is it purposely slow to get to 200? The emphasis of the game (and many MMOs) has been to whoop the toughest thing, get it's associated gear from it and other things for that level range, only to whoop said toughest thing again. Having an arbitrary significant rise of EXP needed every level at late game makes playing the game a chore, which just has me play some Metroid romhack instead to alleviate boredom.

    From my experience in this server, doing quests with that 100% Quest Reward guidebook enabled felt like the right pace to level up. Admittedly, it does grant super excessive EXP at first from 1~80, but past that it felt like the right pace until 185. It was still manageable up to 190, which then goes to a horrifically slow pace that only daily quests can provide enough EXP for the level range. 

    So, what would be nice to see is that whatever the required EXP from 189 be that for 190 to 235 because nobody has time/paitence for that.
  • MakimokeMakimoke Posts: 116Member Trainee
    @HigurashiRika It's because the game wasn't designed to be this way in the beginning. At first, the level cap was 200, and XP curve was way harsher than it is now. 199 to 200 was something like twice or three time EXP needed for 1-199...

    So EXP way harsher = NO for me. Although, devs might need to focus a little less on endgame content at the moment (HL people barely clear Odin/Dyn atm with GW and SW), and make the EXP curve start way earlier so that "200 is where the game starts" isn't our catchphrase anymore.

    The game has so much more to offer than just coli/Realm Between Time/F3/Sky Coli onwards. It had so much more to do, so much more to give. Why focus only on the endgame content? People catch on fast and need something to do, okay. But people that can't catch up that fast need something to do too.

    You can see that problem arising with the debacle with Primes. "WHY ARE PRIMES SO SCARCE, WE NEED TO RUSH TO 200!" This problem shouldn't be arising in the first place, first because stock should always be carefully controlled, and second : why should we be rushing in the first place? There's CONTENT to be exploited EVERYWHERE in the game. Almost 95% of it isn't used properly, and I'm being nice with that number. Why focus and just add to the 5%, so that newer 6% make the 94% left even more useless?

    Welp, anyways, I'm still salty about all these nice places with great OST that just get skipped over in a rush to the "midgame" point.

    Back on track, I'm for harsher on the early game, but same rates for late. Late EXP is great as it is. Early is not. Also, Primes shouldn't be activatable unless you have a high level character (140+?), which would help with that too. And have some of the dev team working on more content geared towards the true early (50-120) and true mid (120 -170).game. Enders are not the only ones who should have fun in a MMO.
    Hakusen : Judgment 200 (Still mad about that 198 > 197 rollback though.)
    KisekiKuroi : BA 189
    Makimoke : Will be BM 200 / SD 140 at end of event!

    If you need help or want to talk, I'll be glad to oblige.
  • HigurashiRikaHigurashiRika Posts: 18Member Beginner
    Well, I do understand the game having had much more to do way back, but as of right now as Season 3 La Tale I don't really think so. Practically 98% of the Jiendia continent is filler as of this moment. From Belos to Atlantis, one grabs quests from one town or hub area, complete said quests, and turn them into the next area. From Atlantis onwards, it's pretty much the same thing, but not going to the next town since leveling slows down a bit there.

    Making it harsher for early game would just be an annoyance. Throughout La Tale's update history the developers have been encouraging a meta of disregarding other content to just smash in enemies to level. For all I know it's a bit different on other servers, but for this one, most of us are too used, or too spoiled rather, to level our characters fast. The damage has already been done unfortunately with really no way of reverting it, unless for whatever reason Actoz decides to remake the game from the ground up, but seeing how that game is still going strong in South Korea I don't think that will happen.

  • DarumyDarumy Posts: 35Member Beginner
    this is a pretty difficult question and i'm no game dev so idk a really good answer but

    For some context on where I stand, I've always been generally fond of higher caps and long roads so long as there is a reason for it. Some nice scenery, a good story to tell along the way, a new mech to try out, a bagel per map for the poor, etc. I enjoy grinding in this game at base the same way some people enjoy knitting. I like the idea of many people in different places throughout the game, and even though I'm the least dedicated to mmos in general out of my group (I rarely bother with endgames) I enjoy seeing people get ranks, achieve firsts, and become strong over time.

    initially I thought, just change the way the exp curve and progression works. I wondered why I cared much more about the meta of other games (see: mostly not mmorpgs) versus games of this structure ("dont worry the game gets better after level 2389289032! everything before is just a tutorial and you should deactivate your brain in that part becauuuse it's actually totally just not even part of the game. It's actually called BaTale before that, if you read some of the dialogue, and according to the dictionary, isn't even a game, actually") and came to realize that it's because non-mmo games generally have the big upside of enough control and creative allowance to slowly build up attachment in the game over time. At every level, you feel like you are where you should be, and in good games, you're there with a good balance of really appreciating the moment, enjoying what you've already done, and looking forward to what you get in the future. And it's not like that's exclusive to just non-multiplayer games. I felt this in games like Dragon Nest and Blade & Soul (though, admittedly highly due to story/dialogue for the former and visuals for the latter) and even S1 LT before stuff like preios and coli came out. it's corny but I felt like I was having an adventure and loved the game as a whole.

    So whheeeeen primes were released and I realized the game was shifting to the "only endgame really matters" structure I was pretty against it. But it turned out that way to the utmost extreme. except in LT's case it's actually a lot of boring "midgame" before that too. instead of taking advantage of a ton of maps that were thrown to the side (see: all of jienda and shalo's trash bin) they jammed a ton of grind as soon as you hit 200 into our favorite and extremely exciting sky coli. So I thought it'd help if they just evened out the curve instead of the sudden vertical cliff you have to battle.

    But like a lot of people say, they really actually do not just care about any of it before that, and a higher exp requirement in those stages would only make it more tedious and boring. especially after the serious streamlining the game went through, there's absolutely nothing special between towns, between storylines, between quests. you just move through them and the fun of it comes from seeing yourself progress smoothly. you can't even enjoy a cool gimmick like digging up behemoth anymore. You don't really talk to people along the way because it's so easy, so why bother. There's nothing but some nice art to look at and translations that are bugged (literally nobody brings up the skipping glitch and nice well-coded use of scenario quest popup loops because nobody cares anymore) and really hard to read and piece together.

    Whiiiich makes the 200-cap grind all the more pointless feeling. so imo, simply adjusting exp rates fixes like, nothing. it's weird for someone like me to say it, but they might as well just boost the exp rate of everything until endgame when people finally feel like they're doing something worth it at this point. but even worse than that, adjusting exp rates really ultimately fixes nothing in my opinion because as much as I really love you LT I swear, it's kind of just....a...bad...game. there is NO portion of the game that doesn't have the feeling of devs-really-trying-really-hard-really-to-elongate-gameplay-by-just-increasing-numbers-and-testing-player-patience because of the direction they ultimately decided to go for it and very little outside interaction. That's why this game really only holds the weird die-hards for it and nothing really exits or enters for real. There's nothing to really experience past a certain point. Nor is LT skill-based at all, so there's nothing to practice except like, dotnuri. I did have fun at relaunch, but a lot of it rode on the fact that I got to hang out with people whose company I really enjoy and got to crack stupid jokes about everything in our old haunt.

    i dont really have a well planned solution for all this so i'm just complaining at this point but watever it's happening. this is pessimistic but the fact that papaya did virtually no advertisement i've seen about this game in it's once in a uh, 11 year chance to do so and how everything is set up to (very effectively) just rake in cash because of the weird tolerance the stagnated LT community has for stuff says a lot. but I kind of just say that carelessly because it really hasn't been long so who am I to say anything about anything actually latale is just a WoW clone
    HigurashiRika279020456
    image
  • cosmolotuscosmolotus Posts: 13Member Beginner
    Exp doesn't make the game hard. Anyone can grind and level up. What makes the game hard is stuff like enchanting, crafting just building your character to do more. Level doesn't really mean too much it's just a parameter for using armours, weapons and skills tbh.

    Making the game harder would likely result in less people playing the game. The game is already extremely time consuming at end game, why make it even more time consuming. This is why people are against the idea of just implementing the KLT system in the western game it's a different audience.
  • YozoraAmekoYozoraAmeko Posts: 4Member Beginner
    I don't want to make a huge post
    Just gonna say that it would be better to have less grind and more ways to spend your time
    "Post 200" latale is freakin retarded in terms of time you need to spend on it to become at least decent
    I much preferred pre growth/dyn LT without 200+ 
    Just get 19x, twi/master set, decent adv coli/twi/degos/valk wep and ur good to go
    But now it's all about spending ur whole fekin week to get ur badge to +1 ffs
    This game needs more ways to spend ur time efficiently, or at least to get some fun
  • YozoraAmekoYozoraAmeko Posts: 4Member Beginner
    Latale is not hard by any means
    It has worst bosses I ever saw in any mmos
    Too many of them are just about interrupting ur casts or CCing you to death
    It's not about being ahrd mechanically, it's about "you either can do this or you need to grind more"
    Time spent =/= skill nor knowledge of this game
    And sadly enough LT is all about spending a lot of time and building your character with little pieces of stats u can find

  • MakimokeMakimoke Posts: 116Member Trainee
    Unfortunately the only "skill based" places are dotnuri and warehouse. And even warehouse you can power through it once you have the gear. But you can still get through it if you have a dashing class like BA, and jumping all over the place without ever getting hit once on lower warehouse levels. Although if you get the slightest lagspike, kiss your character goodbye.

    So yeah, it's a gear oriented game, more than skill, but aren't most PvE games like this? Only ones that comes into mind that doesn't is PSO2, where you could kill most bosses with just a shortie and a stick if you're good enough with dashes/counters.
    Hakusen : Judgment 200 (Still mad about that 198 > 197 rollback though.)
    KisekiKuroi : BA 189
    Makimoke : Will be BM 200 / SD 140 at end of event!

    If you need help or want to talk, I'll be glad to oblige.
  • BigAshBigAsh Posts: 570Member Intermediate
    TL;DR?

    It's pretty much relative to who plays. Some people with more time on their hands like it harder, and some more casual people like it easier. 


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  • gold008gold008 Posts: 1Member Beginner
    Old latale was better
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