JLT vs KLT model

AegelweardAegelweard 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:
  1.   Higher base damage - run dungeon faster and smoother
  2.   Higher base drop rates - get more loot, progress faster
  3.   Gems do not break upon enchantment failure - spend less time making gems
  4.   Bankable pets - green light for making alts (KLT now has this too but JLT was the first)
  5.   Much higher monster card and item index success rates - given some items and cards are detrimental it is a much desired change
All these changes allow for a much more relaxed approach and comfortable player experience.

Would you like these changes to be implemented here? Is there anything you would skip or add or change?
AhkiohHigurashiRikaBigAshjsilvermistkratos284
"Be nice to people on your way up because you'll meet them on your way down." - Wilson Mizner 

Comments

  • HigurashiRikaHigurashiRika Posts: 18Member Beginner
    JLT had this the whole time!? Why the hell don't we have this!? If this was a thing here, I'd actually play past Lv. 200...
  • NotGameNotGame Posts: 5Member Beginner
    Yes to everything but the increased base damage. If gems don't break and codex/ index are easier that should be enough free damage sources to run harder dungeons letting the extra idr to kick in allowing casual players to gear up as well. More base damage would make the game a bit less interesting imo as it's scaling is ok at endgame.
  • AnnaGraem22AnnaGraem22 Posts: 6Member Beginner
    I agree with bankable pets, unbreakable gems and higher success rates for codex and index.
  • KittiesKitties Posts: 12Member Beginner
    First KLT VS OGPLT now JLT VS KLT ~ model people whined for

    When will it end.
  • BigAshBigAsh Posts: 570Member Intermediate
    JLT has the freedom to do what ever they want though. This is one of the reasons they have a level 300 cap, all these extra fashion sets, but no season 3 damage.

    We're still at the mercy of the developer here.
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  • AegelweardAegelweard Posts: 351Member Intermediate
    While I do understand there are legal terms and restrictions as to what can and cannot be done, we still have a freedom to ask for a change. After all, OGP did have its own unique benefits no other version had.

    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.
    "Be nice to people on your way up because you'll meet them on your way down." - Wilson Mizner 
  • MoonternityMoonternity Posts: 22Member Beginner
    @BigAsh god, why do I have to correct a good half of what you say...

    China isn't Japan, please sort out your Asian countries.
  • BodaffBodaff Posts: 14Member Beginner
    I generally like how Japan LaTale does things, but the problem with individual server custom content and balance is that it becomes difficult to then draw the line on where to stop. This is a contributing factor to what became the downfall of OGP.

    It's easy to say to just copy JLT wholesale with no other changes then, but what happens then? Do you lose KLT styled events or item releases? Do you inadvertently change some item balance in a negative way? Do certain items mysteriously vanish? What happens to the fashion shop?

    Point being the changes, if even technically possible, might cause unforeseen consequences. And without being completely 100% familiar with the entire way JLT works, it's impossible to know.


    All that aside, someone please take the entire KLT gem system and throw it in the toilet. Thanks.
  • ColorlessColorless Posts: 11Member Beginner
    I personally like the game being tougher; I think that was one of it's great downfalls because it became so easy to level and every class could pretty much be OP and not need to play the role they were supposedly created for; even though it took a while to level in the past it encouraged you to go to those side areas and do those quests; not just go to coli and leech and warp crystal is nice but it pretty much took out the need to travel to locations on foot. As irritating as gems breaking and things like that; it helps people push that much harder to make a good one; if you can get to the end content in a week and skip everything else with ease then the game becomes like so many others.
  • AegelweardAegelweard Posts: 351Member Intermediate
    Forgot to add:

           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.
    "Be nice to people on your way up because you'll meet them on your way down." - Wilson Mizner 
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