JLT vs KLT model
Aegelweard
Posts: 351Member Intermediate
Ladies and gentlemen!
Recently I was thinking about JLT vs KLT model. In my opinion the very foundation of the differences between these two can be put into a single word: convenience.
KLT puts all the stress in the Universe on dedication. Basically everything a player wants to achieve in the game must be fought for with teeth and nails because the odds are always stacked against the player.
JLT, on contrary, is trying to make their server convenient for their players because they understand that their players base mainly consists of people who spend most of their time either studying or working. And by saying 'most' I mean 10-12 hours a day. If they ever get time to play - it should be a relief for them, not a heavy burden or, god forbid, stress.
From what I know JLT has the following advantages over KLT:
Would you like these changes to be implemented here? Is there anything you would skip or add or change?
Recently I was thinking about JLT vs KLT model. In my opinion the very foundation of the differences between these two can be put into a single word: convenience.
KLT puts all the stress in the Universe on dedication. Basically everything a player wants to achieve in the game must be fought for with teeth and nails because the odds are always stacked against the player.
JLT, on contrary, is trying to make their server convenient for their players because they understand that their players base mainly consists of people who spend most of their time either studying or working. And by saying 'most' I mean 10-12 hours a day. If they ever get time to play - it should be a relief for them, not a heavy burden or, god forbid, stress.
From what I know JLT has the following advantages over KLT:
- Higher base damage - run dungeon faster and smoother
- Higher base drop rates - get more loot, progress faster
- Gems do not break upon enchantment failure - spend less time making gems
- Bankable pets - green light for making alts (KLT now has this too but JLT was the first)
- Much higher monster card and item index success rates - given some items and cards are detrimental it is a much desired change
Would you like these changes to be implemented here? Is there anything you would skip or add or change?
"Be nice to people on your way up because you'll meet them on your way down." - Wilson Mizner
Comments
My only wish is that GMs will take a note of this thread and discuss it with the developers.
As for level 300 cap: mark my words, KLT will, eventually, get there too. Same as it happened with bankable pets.
China isn't Japan, please sort out your Asian countries.
6. Reputation points can be gained by killing monsters past level 6 and total amount of points needed to reach reputation level 7 (Velfa, SIlver Claw, Storm Watchers, Infinite Corridor, Starkeep, Jiendia, Preios) is much lower across the board.