Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: State of the game: What's wrong

#11
I strongly disagree on your second point. I believe being able to train solo should always be the starting point from which builds can be designed. The fact that this game is a mobile MMO is what separates it from most common MMO's and it leads to a different playing experience.

One big difference is mobility, the ability to play where ever you are. When you are playing a game behind a computer you usually make sure you have the time to play a significant time to be able to interact with other players, group with them or work together in other ways. However, when you are playing a game away from home it usually goes differently. You get on the bus and start playing, log off, get of the bus and in the waitingroom at the dentist, log on, log of, go to work, play some more.. etc. My point is that a lot of these times I wouldn't feel comfortable asking someone to train when I know there's a reasonable chance I have to log of again in 15 minutes.

I expect a mobile game to be designed to be playable on the go. Right now I have a harder time training when I'm mobile than when I'm at home and this difference of quality in gaming experience is what bothers me and i certainly don't want to see this gap increase!

I wholeheartedly agree and must give you props for conveying your point effectively.
I don't think soloing should be discouraged. Group play should be more rewarding but not by making soloing less rewarding.
I liked Marcos idea of increasing the group exp/gold % rate as a good start.
Last edited by Tyrant on Fri Nov 16, 2012 11:57 pm, edited 1 time in total.

Re: State of the game: What's wrong

#12
I expect a mobile game to be designed to be playable on the go. Right now I have a harder time training when I'm mobile than when I'm at home and this difference of quality in gaming experience is what bothers me and i certainly don't want to see this gap increase!
Can you elucidate this more? Usually I am semi-afk while on the go so your perspective would help.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: State of the game: What's wrong

#13
6. Lack of server density. Either because of low player retention due to above reasons, not enough marketing, or too many servers. It needs to be more player dense.

Absolutely disagree. As it is there are barely enough Actual mobs in the game to support the current populace in most servers. I have been looking for L64 mobs for months... I don't even want to imagine what OW, or anywhere else for that matter, would be like if Rhiannon doubled its current population. If I try hard enough, I can probably tell you how many red eyes, green eyes, blue and purple eyes there are in all of OW... And no, I won't be trying very hard. And that's the ONLY thing you can fight for most of L78-98 if you want a decent rate of XP/hour.
Mobs need to be harder and give more xp and loot. Hopefully this phrase will make my whole post make more sense to you.

You should be able to boss at high levels for xp. Less grinding out thousands of mobs, more epic raids to gain levels.
I'm neither agreeing nor disagreeing with you on this. That said, this is not an issue of a broken game, per se. Different dynamic, yes. Broken dynamics, no. Neither of which addresses server density and it's impact on MOB density.

Edit: out of curiosity, can you list other MMOs, especially none-App/mobile, that you've played? I'm curious as to what experienced you've had in the past to see things the way you have posted here.
World: Rhiannon

Re: State of the game: What's wrong

#14
And to address mariner's point more; I don't necessarily think leveling is too easy or too hard. It can be either depending on how deep your wallet goes and also what level you happen to be.

It is just too monotonous.

Killing a big boss for like 50k xp or something if its around your level may be what I'm envisioning.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: State of the game: What's wrong

#15
I expect a mobile game to be designed to be playable on the go. Right now I have a harder time training when I'm mobile than when I'm at home and this difference of quality in gaming experience is what bothers me and i certainly don't want to see this gap increase!
Can you elucidate this more? Usually I am semi-afk while on the go so your perspective would help.
What I mean to say is that when I'm playing a mobile game I should have the same gaming experience I would have when I'm playing at home. For this game that would mean that when i have like 10 minutes of playing time, because i'm on break at work or whatever, I should just as easily be able to train my character, fight mobs, do quests and all that as when I'm at home and have more time and freedom on my hands. I don't want to go through the hassle of finding a druid to help me train when I'm on the go and can't guarantee a minimum amount of groupingtime. Also, I'd like to be able to log of in a split second and that is kinda hard without being offensive to your druid ;)

Edit: Just to clarify, I understand that deeper MMO aspects will require more time and are definitely a necessity. Big bossfights should always require grouping up and spending time. It's training and other basic MMO aspects I'm talking about.
Last edited by Elan on Sat Nov 17, 2012 12:15 am, edited 1 time in total.
Level 135 Rogue
World: Belenus
Clan: Elementals

Re: State of the game: What's wrong

#16
Exp bosses on a regular basis could be a great idea! Especially with how disappointing loot tables have become recently. I think OTM is hitting a wall in the item department because so many great items exist in the game and with new content we expect better items... But if they keep getting so much better then it furthers the gaps between elite and new players to a point where a new player could be sorely discouraged from even attempting to reach the end game.

I would certainly form up for a boss that had no items but rewarded a great deal of exp!

The more I'm thinking about it the better it sounds so +2 for you Marco.

Re: State of the game: What's wrong

#17
...And it isn't for a lack of content imo, they are frustrated with more basic persistant issues.

from my point of view:
I actually feel like lack of content is a huge issue for burnout. Players currently have exactly one path to level: lirs->shale->SV->OW. Cata is fun but not a true alternate path.Furthermore, characters are earning half their levels in one zone (ow), and hours-wise, upwards of 3/4 life 'life' in one place. That's a recipe for burnout.
1. Two class system. Everyone paying something reasonable like $5 a month and on equal ground is the #1 most important foundation for a game. To allow kids and broke people to play you could have them pay the fee in game-gold. And if they can't pay so they can't play, they could play a minigame to harvest things or something for other players which goes straight to the auction house to make gold to pay the monthly fee so they can play again.

The cold hard fact is; this current 2 class system puts unreasonable pressure on people to keep up, people get burned out, and they leave.
As a support druid, I understand this. There is enormous pressure to have the regen lux items needed to sustain through a long boss fight. half a million gold spent on three pieces (Neck, bracelet,offhand) is essentially required to any remotely serious bossing. Alot of that gold is only acquired through extremely fortuitous drops, or plat-buying.
2. Soloing is too easy and profitable. Leveling should be challenging and require a group for serious leveling and dungeoning. Boosting group xp again would be a good first step. Mob placement needs to be like those humanoids in otherworld in more cases and areas like that should be more profitable in xp.
I can see this, in other players. I don't have this problem, as it takes me several minutes to kill a 3-star mob due to my support skill point allocation, but i see well geared DPS classes mow through mobs like a hot knife through butter. If mobs were harder I'd be more in demand for training groups as a healer. I don't know if i agree with profitable, though. The game culture has really evolved into not so much 'luxury items, but more like 'really expensive end-game required items'
3. Lack of skill balance. Simply put; if more skills were usable there would be incentive to make an alt since it would be different from everone else. Most skills are broken, only a few select ones for each class are usable making uniqueness almost impossible for serious playing.
Eh... some classes have this problem, others not so much. See above.
4. Lack of class balance. OTM knows this, enough said. The mage tweak was superficial and it made low level mages too strong while balancing high levels.
No comment here. I just don't think about it as a druid is my only character. I'd love to do more DPS for those times I gotta solo, but not at the expense of my heal capabilities.
5. Lack of social gathering places inside zones. Shale river is a decent place in this regard. In OTW there is no kinda common meeting place inside the zone. Highshore used to be a hub in lirs, but definatly not anymore. Tavern failed as a hub. Social aspect is incredibly important in an MMO and it is definatley lacking in this game.
What's the necessity of a physical meeting place? everything social is zone wide, including trading. But if it enriches the game for others, more power to them.
6. Lack of server density. Either because of low player retention due to above reasons, not enough marketing, or too many servers. It needs to be more player dense.
I have to disagree with this at every level. a decent duo, or really well geared solo'er can basically empty a whole are of mobs starting at like lvl 10.
I've made previous posts about how a lix'd up rogue with lux gear decimated the whole wisp forest for like an hour. I saw it again at ow eyes, and we all know how easy it is to keep the 6(7?) trees on lockdown. More people doesn't solve this problem. I actually plan my playtime to be in a group, or 'have something going' before primetime gets ramped up, so people see a duo or trio running around a mostly empty golem field (or wherever), and think 'Eh..., I'll move along'

Re: State of the game: What's wrong

#18
Sure mariner. I played Everquest back in 99' for about a year. I loved it. Then I quit when the endless expansions came out. I came back a couple years later but quit again because all the zones I wanted to play were abandoned for all the new zones.

Ever since I had been having memories of EQ and craving it with no real closure till I found Celtic Heroes.

Around the same period I was waiting for diablo 2 to come out so played diablo 1 and loved it. I then spent about 10 years playing diablo 2 regularly/daily. I loved it.

During that decade I beta tested WoW but quit when I was about level 20 since it was too kiddie on graphics and gameplay. Just didn't capture my attention like everquest or diablo did.

I also recently tried order and chaos, but it was too claustrophobic feeling and confusing for me. I quit at around level 15.

Obviously CH has something that captures my attention, not quite as well as original EQ or even diablo 2 (just because it isn't as polished on dev work probably) but still a great game which has helped me get over EQ maybe lol. And I don't plan on quitting.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

Re: State of the game: What's wrong

#19
I expect a mobile game to be designed to be playable on the go. Right now I have a harder time training when I'm mobile than when I'm at home and this difference of quality in gaming experience is what bothers me and i certainly don't want to see this gap increase!
Can you elucidate this more? Usually I am semi-afk while on the go so your perspective would help.
What I mean to say is that when I'm playing a mobile game I should have the same gaming experience I would have when I'm playing at home. For this game that would mean that when i have like 10 minutes of playing time, because i'm on break at work or whatever, I should just as easily be able to train my character, fight mobs, do quests and all that as when I'm at home and have more time and freedom on my hands. I don't want to go through the hassle of finding a druid to help me train when I'm on the go and can't guarantee a minimum amount of groupingtime. Also, I'd like to be able to log of in a split second and that is kinda hard without being offensive to your druid ;)
I agree, I think elixirs contribute to this problem as well.
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

Copy this sig! :)

Wiki: http://www.wisdomunderground.com/wiki

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