Celtic Heroes

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

Re: Deadliest Catch!

#11


Some people are tired of waiting only to be let down again. 5 months wasnt a long enough wait for a legitimate content update?

I am a dedicated customer here but I'm not going to pretend I'm satisfied.

I'm pretty OTM has said several times that Fishing would first be released with a small amount of content to test feedback and the mechanics. Anyways, it's only common sense that OTM tests feedback to such a large addition before committing to it. People might not think Fishing is too impressive, but honestly its the only large, truly horizontal content OTM has released, they want to make sure it's good and going to be liked by most people, without being majorly game changing.

The biggest issue that I see most people have is the length of time. Yes, it's taken OTM a while to put it together. Designing and implementing new stuff takes time, especially something as different as Fishing.

If you don't like OTM's speed, go get a degree in game design and apply to join their team.


Come to think of it, Muldar. Is there any chance you and the OTM team could do some sort of "a day in the life of OTM" thing? Maybe interviews with some of the team, and what a day usually looks like?
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Re: Deadliest Catch!

#12
My deadliest catch is what I got from not having gone once to Lir's Pier in live game on my main.
LordyIsBack - Lvl 121+ Warrior
Clan Prophecy (World Danu)
I'm taking a break from CH until the next questline is released. Possibly this next beta.

Re: Deadliest Catch!

#13


Some people are tired of waiting only to be let down again. 5 months wasnt a long enough wait for a legitimate content update?

I am a dedicated customer here but I'm not going to pretend I'm satisfied.

I'm pretty OTM has said several times that Fishing would first be released with a small amount of content to test feedback and the mechanics. Anyways, it's only common sense that OTM tests feedback to such a large addition before committing to it. People might not think Fishing is too impressive, but honestly its the only large, truly horizontal content OTM has released, they want to make sure it's good and going to be liked by most people, without being majorly game changing.

The biggest issue that I see most people have is the length of time. Yes, it's taken OTM a while to put it together. Designing and implementing new stuff takes time, especially something as different as Fishing.

If you don't like OTM's speed, go get a degree in game design and apply to join their team.


Come to think of it, Muldar. Is there any chance you and the OTM team could do some sort of "a day in the life of OTM" thing? Maybe interviews with some of the team, and what a day usually looks like?
Good post! (Sorry for going horribly off topic)

I have actually debated doing a "Day in the life of OTM", I've been really getting into video editing and I've always been big with photography and filming so it could happen in the future.

I think it would help a lot of players understand that we are a room of pretty normal people and what game development in reality is. Pretty slow.

I have been there myself though, when I first got into the industry / university training, because it is a digital field there is an almost expectation of speed I guess?
We've all seen the posts - 1 master guy can just whip up the code in a day and go home, or an artist can rejuvenate an area in mere minutes.
In reality, that might be a thing 1 person has been working on for months and has gone through many iterations.

Don't get me wrong, we have a ton of fun here, good co-workers, great chat, I am truly blessed to have such a fantastic job with such talented people.

But a lot of our day is just sitting at a PC simply inputting data, sitting in meetings talking about boring changes, or changing vertices on a mesh or the dreaded task...batching textures.

We will see, might throw up a "What would you ask OTM" thread at some point.

Re: Deadliest Catch!

#14
It's just that there seems to be an extraordinary amount of boots in the fishing holes. I'd love to learn the backstory of how they got there. Lol

well on my world when someone shouts that they got boots again my response to them is 'there all my victims shoes..'

Re: Deadliest Catch!

#16
I think some of the deadliest catches i've seen is from a player on my world. He is level 55 fishing, has a +20 fishing power ring and 3 +15 rings, and he has full fishing fashion. He found all these rings and he fishes all the time
You forgot to mention I also have the bear. Lol. Yeah, I'm on Taranis with you.
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Black Company of Taranis

Mercenaries don't care about sides or politics, they care about getting paid.

Re: Deadliest Catch!

#17
I want to see the bears catch skill used against enemies. Like the rangers bolo would be great, or tangle since the graphic is of a net. have the Bear give the owner some bonus armor and HP regen and it would attract major attention. Also i want to see Bears level at the pet shop. Since it is a special item you could 'hide' the bear option until the player gets the tiny brown bear. I was also thinking since bears catch fish why not have a fish that boosts the bears ability. Like some of the shimmering water catches. Lastly maybe make a special fish that transforms the bear to a higher caste. Brown, Black, Ice, Fire, Golden......

While i'm on the topic of pets, i want to see pet armors: Collar for Rabbit, Harness for Dog, Chest plate for Wolf, and some bear armor that you see in Golden Compass for the Bear. Make it a Pet quest item that requires some serious work.
"Do or do not, there is no try"....

Level 191 Ranger
Level 90 Mage
Level 138 Rogue
Level 29 Druid bank character

Re: Deadliest Catch!

#18
Am waiting for the update with Moby *** and Jaws so fishing becomes interesting. If we are lucky maybe Moby *** eats boots. Hope fishing is developed better than the birds lol. Remember the birds, we were all SO EXCITED about them for two seconds. When's the last time anyone has seen a bird? I have a bunch of them someplace in the bank. Too bad because they had cool animation and were fun. Just think how cool it would be to have a separate bird slot as well as a pet slot.

Re: Deadliest Catch!

#19
have been there myself though, when I first got into the industry / university training, because it is a digital field there is an almost expectation of speed I guess?
We've all seen the posts - 1 master guy can just whip up the code in a day and go home, or an artist can rejuvenate an area in mere minutes.
In reality, that might be a thing 1 person has been working on for months and has gone through many iterations.
I wholeheartedly disagree. Modelling and animations and gfx/interfaces takes an immense amount of work and time to get perfect. In fact, it's almost impossible to get perfect - there will always be one scenario where some specific texture just falls apart and doesn't perform at all how its expected.

But software? No. Software is fast, and, if the server setup you guys have got for the game is anything like Runescape's, it's incredibly easy and straightforward. In fact, there's a large number of entirely software changes that players have been asking for for years and can be done in a day. Yet not only do they not happen, we don't even get dignified with the reasoning. Probably because of those meetings you mentioned. Speaking of which,
But a lot of our day is just sitting at a PC simply inputting data, sitting in meetings talking about boring changes, or changing vertices on a mesh or the dreaded task...batching textures.
What "data" are you inputting? What "changes" is it you are discussing here? I've said it before - you are a small company, and you greatly celebrate this fact, yet you have the mentality and transparency of a large, heavily funded one. Even Jagex, with their incredible resources, has taken many years of work and trial and error to finally understand that players want to have view of and a role in the development process. They came to this understanding a bit too late, and are suffering the consequences of a divided community, but are rapidly getting over it. Unfortunately, the way things are headed, I don't think this game will last long enough for you guys to come to the same realization.

I think what bugs me the most is not that there is hardly any server sided work done to the game, but that we don't even know that you are TRYING to add any content. There's bugs that must be tested and worked through and I perfectly understand and have gone through the same thing. But at least show some initiative to make changes to the game. Set up a new server thats perpetually in the testing phase. Give us weekly progress updates of what is being worked on and what the issues are. Publish frequent betas. Add content with entirely recycled models and gfx, and have new ones added in later, as opposed to having the entire process be held up by it. There are countless options, yet none of them are taken.
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Re: Deadliest Catch!

#20
I wholeheartedly disagree. Modelling and animations and gfx/interfaces takes an immense amount of work and time to get perfect. In fact, it's almost impossible to get perfect - there will always be one scenario where some specific texture just falls apart and doesn't perform at all how its expected.

But software? No. Software is fast, and, if the server setup you guys have got for the game is anything like Runescape's, it's incredibly easy and straightforward. In fact, there's a large number of entirely software changes that players have been asking for for years and can be done in a day. Yet not only do they not happen, we don't even get dignified with the reasoning. Probably because of those meetings you mentioned.
And you entitled to have that opinion, however speaking as someone who works in the OTM offices I would have to politely disagree.
I see every day the work the coders put in to create new systems that are being used in the game today, most recently the pet system, fishing, new abilities and a whole plethora of content for further releases.
These software changes take time; creating the system, initial implementation, iterations, bug fixes, testing. I can understand that when you are looking out to in it appears these can be done overnight but actually working in the environment you begin to understand these take a long time to do.
What you are referring to are balancing changes. Server side changes to drop rates, spawns, items etc. Which yes, are easy to change but as explained in multiple threads previously have a variety of consequences.
The best example I can give was a thread I saw previously where someone was of the opinion "If we all had OP items we would want to play the game more and kill all the bosses"
Now while sure it does sound like a great thing, it does not think about the overall impact on the game, what keeps players coming back? You can kill all bosses, what do you do as you wait for the next one?
I agree with you, there are things I myself would like to see changed, I play the game every day and am part of its community but you forget we have made a massive amount of changes based on player feedback, I know it can be easy to ignore that and focus on the negatives but there have been lots of positives.
What "data" are you inputting? What "changes" is it you are discussing here? I've said it before - you are a small company, and you greatly celebrate this fact, yet you have the mentality and transparency of a large, heavily funded one. Even Jagex, with their incredible resources, has taken many years of work and trial and error to finally understand that players want to have view of and a role in the development process. They came to this understanding a bit too late, and are suffering the consequences of a divided community, but are rapidly getting over it. Unfortunately, the way things are headed, I don't think this game will last long enough for you guys to come to the same realization.

I think what bugs me the most is not that there is hardly any server sided work done to the game, but that we don't even know that you are TRYING to add any content. There's bugs that must be tested and worked through and I perfectly understand and have gone through the same thing. But at least show some initiative to make changes to the game. Set up a new server thats perpetually in the testing phase. Give us weekly progress updates of what is being worked on and what the issues are. Publish frequent betas. Add content with entirely recycled models and gfx, and have new ones added in later, as opposed to having the entire process be held up by it. There are countless options, yet none of them are taken.
Data would be referring to things such as quests, item stats, game logic, new content. Changes would be referring to the multitude of iterations content goes through before it reaches the live game.
We are working every single day on new features and content for the game.
I can reassure you we are doing perfectly well, to quote Zyz I believe we are now on our 501st OTM are doomed post. We actively track statistics and game numbers and plan to be here for many years to come.

While the idea of having an experimental branch for player testing sounds great for a PC title for a mobile title it is simply not feasible, as you said we are "a small company".
It is easy to say make a dev branch but then you run into the issues of splitting your player base, what happens to items on dev etc.
We do actively keep players in the loop about what is going on (part of my involvement here) but as has been seen by previous posts on the forum that resurface now and again not all content makes it to the live game and is delayed.
This causes miscommunication and ultimately hurts the community.

That should answer all of your questions, now seeing as this is off topic and somewhat leaning towards the bashing on OTM side of things if you wish to continue the discussion, PM.

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