Celtic Heroes

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

Re: Noobs, where do they go wrong?

#11
I tend to think that the game does have a weird vacuum economy issue however.

Green Presents were the first real item that a noob could gather that a higher lvl player was willing to buy. And so for the first time ever a real economy was created online. With noobs doing the legwork and players who all can really make money in higher lvl areas provided the demand.

Once the event is over we will all be back in the doldrums of I'm lvl 25 and I need this item and to get it I hafta grind forever and by the time I get it, I will need to almost upgrade it again. Because my lvl will be much higher.

I'm not saying it's a no-win, many of us even in Marshill's Lvl contest were able to grind and get the gold we needed to throw ancient on our toons with no trading, no plat just solo grinding. But for a casual, or more casual player...the gold issue is extreme.

Would be nice if there were more items that lower lvls could sell to higher lvls.

Maybe:

Rare Drop/Find Mushrooms that act like farmable mid level resto-pots. Not 1,000 but maybe 400 HP/energy. Something that a lowbie could farm and sell to a lvl 40-60.

Make lowbie repeatable quests give you consumable items that actually benefit people. Like how the dry bones quest gives you an item, but make the item worthwhile, but not OP. Like a Regen Pot, or a Regen Pot for Energy. Something again that mid-lvls would buy while they save for their ammys.

Then make mid level repeatable quests that contain items they can sell to OW players, and continue the cycle.

I just honestly feel as if economically, this game is barren on an ecosystem level. Sure a few players can get rich, but the poverty rate is astoundingly awful.
Image
Teaweasel 121 Druid (Morrigan, Clan: Avalon, On Hiatus)
Teaweasel 133 Druid (Arawn, Retired)
Best Build is a 30/30 in Thinking for yerself ;)

Re: Noobs, where do they go wrong?

#12
I tend to think that the game does have a weird vacuum economy issue however.

Green Presents were the first real item that a noob could gather that a higher lvl player was willing to buy. And so for the first time ever a real economy was created online. With noobs doing the legwork and players who all can really make money in higher lvl areas provided the demand.

Once the event is over we will all be back in the doldrums of I'm lvl 25 and I need this item and to get it I hafta grind forever and by the time I get it, I will need to almost upgrade it again. Because my lvl will be much higher.

I'm not saying it's a no-win, many of us even in Marshill's Lvl contest were able to grind and get the gold we needed to throw ancient on our toons with no trading, no plat just solo grinding. But for a casual, or more casual player...the gold issue is extreme.

Would be nice if there were more items that lower lvls could sell to higher lvls.

Maybe:

Rare Drop/Find Mushrooms that act like farmable mid level resto-pots. Not 1,000 but maybe 400 HP/energy. Something that a lowbie could farm and sell to a lvl 40-60.

Make lowbie repeatable quests give you consumable items that actually benefit people. Like how the dry bones quest gives you an item, but make the item worthwhile, but not OP. Like a Regen Pot, or a Regen Pot for Energy. Something again that mid-lvls would buy while they save for their ammys.

Then make mid level repeatable quests that contain items they can sell to OW players, and continue the cycle.

I just honestly feel as if economically, this game is barren on an ecosystem level. Sure a few players can get rich, but the poverty rate is astoundingly awful.
And this long long response is why we keep tea around. Make a new Forum called Teas Daily Tips. Everyday tea makes a new topic regarding the game and talks about it like a talk show

Re: Noobs, where do they go wrong?

#13
I think that more repeatable quests should be in the game, which give gold and experience as a reward. We have repeatable quests in Lirs like the chicken, mugwort, etc. They are awful. Quests like killing 15 bandits to protect a merchant, then the merchant gives you 150 gold as a reward would be better. Litter these throughout the game, including in Otherworld. Make someone who hates kelpies and wants you to kill 20 of them. Or a ghost hunter who wants you to kill a bunch of ghosts for a similar reward. Then they give you 1k gold and 5000 extra exp or something. It makes grinding feel less like nonsense, endless crap and more like a legitimate part of the game.

Back to noobs, and low level gold issues. I made my ranger after Update 3. I did not buy anything at all, I did not grind at all, I just did the main quest line and some PvP. At about level 25 I had 2500 gold. I made my warrior and had made about the same amount of gold in the same number of levels. The armor gained from the main quest line is sufficient to finish Lirs and start in Shalemont. However, it soon isn't. A person who simply follows the quest line does not have enough gold to start buy ancient gear (besides gloves or shoes) or a luxury item, not even close. Just an observation.
Qumar, 130 Druid, Danu

Re: Noobs, where do they go wrong?

#14
Theoretically, the economy should pick up once crafting is added to the game. Then higher levels will be buying common drops like gems etc. Until then, though...

I agree that repeatable quests is very good for all levels... I like the idea of killing bandits etc.

One thing I would consider is changing that Furrier in Lir's. I completed the three quests she offers when I started the game, but in reality, I had better gear by the time I finally got all the pristine pelts. I think as a Furrier, it would be great if she merely bought pelts and cloth scraps from you (in stacks of 5 or 10) at a price higher than a normal vendor. This sort of thing encourages grinding.

Another thing that could be done in future is to have items needed for high level spells/skills. Example, add a high level poison weapon skill for Rogues, but have it require one Death Cap Mushroom to cast. Each class could have one such skill. It is easier for high levels to buy these items from new payers rather than to farm them themselves. (Death Caps are an example, but it would be better to have the item be a drop so it encourages the younger player to grind).

I hate when people compare CH to other games, BUT... the last suggestion is taken from playing EverQuest years ago. As a Druid, I would buy bat wings from low levels to cast my levitate spell, and when I started EQ, I would grind to collect drops to sell to high levels. It created a good economy, encouraged interaction, and was mutually beneficial to both high and low levels: low levels get exp from killing and cash from high levels; high levels obtain a needed item with ease.
-------------
Dersu of Herne
lvl 135+ Druid (Double Helix Build)
Clan Infection... of the Britannians family of clans.

Re: Noobs, where do they go wrong?

#15
I completely agree on the ideas here to create a consumable market for low levels to sell to high levels.

We had it briefly with Fettle caps, I still remember that I got my Ancient Warbow for 6K + 200 Fettle cap mushrooms. I was on cloud nine that day.

I don't think health or energy potions (like black chalk) is the answer though. To be worth it they would almost have to be equal to what can be purchased in Plat store (which is not a good idea). The item cool down being what it is peoples lux regen items would just be better.

Now a system of spell consumables (like EQ, I farmed skele bones and bat wings like mad) would make people squawk BUT it would create a much needed economy and circulation of gold through the system. If such a thing was put in for Rapid Shot or Poison Weapon, needing a "speed" or "poison" shroom for every fight might be a too much. BUT there is longer lasting buffs this could really work for, like Steady Aim. Increase the duration of the buff but make it use a consumable to make it last the extra duration (instead of 60s, a whole 5 mins!!!). I would gladly spend the money on consumables for a 5 minute buff!!!!!!!!!!

The economy system now is quite disheartening, the gold continuously funnels to the top players and rarely goes back down in the system. Its leading people to just stop playing the game, there is not a way to make money unless you grind. I have ranted enough about grinding, I seriously don't like it.
A n e x a n d e r
Ranger of Avalon
When you are dead, you don't know you are dead. It is difficult only for others. It is the same when you are stupid.

Re: Noobs, where do they go wrong?

#16
Well to be honest I have rarly played games like this but I in fact love it :) I know most can't buy plat items to sell for gold but I would think the best way around this is...

(I have talked with you before admin about new areas in shalemont like the blocked cave by statue and the castle)

But I think a solid quest line of things you could be doing from levels 1-60ish.
This way with more lower level quest available there will be more things for lower levels to occupy their time.
Just think like adding 1-2 more quest in crook and dusk that gives decent exp to lower levels.
I think a lot of newer people don't realize that you have to grind to be good at this game.
They think the only way to level is through a quest.
So many just follow quest, complete them all, then get to stone and just shout and beg to be grouped for 6 stars.
The quest as of now literally jump from the hardest being kill glimmerwings to killing 6 star whisp.
Many low levels haven't found a clan that can do these bosses yet.
The 5 star defectors is a great idea for a quest but somewhere in there there should be a quest involving killing a set of 10, 4 star bosses.

Other ideas: I know it's been said but a level 50 or 55 requirement in stonevale would help work out some of this confusion, it'd be simple have a guard standing outside of shale that say "I'm sorry young scout but it's far to dangerous for a up and comer such as yourself. Come back and I'll give you a look over to see if you're ready."

Put level limits on all armor. This in turn will make all people want to work for that higher level.
Or just start it off as ancient gloves can be bought at level 15, then boots at 17 hat at 19 legs at 21 chest at 23 weapon at 25 just for the first set of armor that should be bought by a new player so they can see the order of importance in gear.

IDK but I am only trying to help!

Tx -Dogma
Tons of great ideas, wow.
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: Noobs, where do they go wrong?

#17
I tend to think that the game does have a weird vacuum economy issue however.

Green Presents were the first real item that a noob could gather that a higher lvl player was willing to buy. And so for the first time ever a real economy was created online. With noobs doing the legwork and players who all can really make money in higher lvl areas provided the demand.

Once the event is over we will all be back in the doldrums of I'm lvl 25 and I need this item and to get it I hafta grind forever and by the time I get it, I will need to almost upgrade it again. Because my lvl will be much higher.

I'm not saying it's a no-win, many of us even in Marshill's Lvl contest were able to grind and get the gold we needed to throw ancient on our toons with no trading, no plat just solo grinding. But for a casual, or more casual player...the gold issue is extreme.

Would be nice if there were more items that lower lvls could sell to higher lvls.

Maybe:

Rare Drop/Find Mushrooms that act like farmable mid level resto-pots. Not 1,000 but maybe 400 HP/energy. Something that a lowbie could farm and sell to a lvl 40-60.

Make lowbie repeatable quests give you consumable items that actually benefit people. Like how the dry bones quest gives you an item, but make the item worthwhile, but not OP. Like a Regen Pot, or a Regen Pot for Energy. Something again that mid-lvls would buy while they save for their ammys.

Then make mid level repeatable quests that contain items they can sell to OW players, and continue the cycle.

I just honestly feel as if economically, this game is barren on an ecosystem level. Sure a few players can get rich, but the poverty rate is astoundingly awful.
Excellent. Its even hard for me, a lvl 106, to say I can make decent gold. Almost all the gold I have from selling xp or combo elixers that I bought with thousands of plat. Sure I might get 2k a day from leveling, but that isn't even enough to buy 15 mins on an elixer or a couple pots and idols, let alone save up for a 300k item for 150 days straight.

The main reason high level players have a hundred thousand gold or more is most likley from buying it.
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: Noobs, where do they go wrong?

#18
How about a daily quest that is based on your level. Every ten levels you gain the mob required to finish the daily would increase. So from 1 to 10 it would be a certain mob in crook back, 11 to 20 would be skull crushers and so on. Once the set amount of daily mobs has been killed (20, 30, whatever the number is) you receive an ammount of gold that also increases every 10 lvls. This would ensure that in order to get the gold for the reward you would have to grind a bit, since the mobs increase every 10 lvls you would always be gaining xp while doing your daily quest and you wouldn't see noobs stayin at lvl 30 for weeks on end.

This isn't the first time dailys have been mentioned, they are very common in mmo's and give people a reason to log in every day. I think this would help the problem, it would benefit every lvl player, not just noobs.
[

Re: Noobs, where do they go wrong?

#19
Is there anything we can do in terms of the design to help the low levels and stop this kind of thing? Or is it just the way some people play these kind of games?
Hi! I'm a n00b! I started playing last night and got to L13 so far.

1. NUMBER ONE. Is not even a game design, but a Forum thing. How about more FAQs? The FAQ here is about the Forum, but (at least have not found one) none for the GAME! I am responding to a post on Page 23 looking for one! Tutorials (that players can write and Admins can "OK" and sticky) would go a LONG way! I don't beg for money or items, and I like learning for myself, but sometimes, seeing already written answers help too! Even a thread of frequently used terms would help. What is KS in this game (I Know what kill stealing is in most games, but some games have penalties of varying degrees to the stealer and the person being KSed)? What does it mean when someone KS your mob?

2. Better drops. Not only in terms of money or equippable items (armor, weapons, jewelry) but also quest items. Mobs (so far) seem to drop Quest items even when I don't have the quest yet - which in turns screws up the quest I do have. Last night, one Very Frustrating quest was from a furrier who asks for 4 Regular Grey Wolf hides. Well, after farming grey wolves, I got 2 FINE grey hides, 4 WRECKED grey hides, and 1 Grey hide, and that's killing dozens of them! Mind you, I do Not know if the Fine and Wrecked will become quests items later or if they're just loot for sale, but it certainly was frustrating to see them drop instead of the one I needed!
Money wise, I accumulated a grand total of 360 coins after reaching L13, less what I used to buy a couple of skill books needed for quests - the only 2 items I bought so far, and 2 skills (axe, and blunt as a warrior). That's LOW. I don't know if we're supposed to shun the NPC merchants, but so far, I don't have much of a choice since I can't afford them (Kudos tho for having merchants tell me I'm too poor to even look at what they offer... )

3. Not really something that would help noobs out, but for now, just sharing an experience I had last night. Was killing some L5 wolves when I suddenly died (well, not suddenly lol but did not notice what was happening until it was too late). After reviewing the log, I found out a f'ing rare mob (L50?) green dragon spawned on top of my head! I can understand the reasoning for letting such high level mobs spawn in low level areas, but I think you can move those to a little higher level areas? Like L15+ maybe? If I never saw this kind of rare spawns mechanism before (FF XI), I think I would have quit the game right there and then lol.


I like the game so far though :)
World: Rhiannon

Re: Noobs, where do they go wrong?

#20
First, skip the wolf hide quest lol.

Second, join a low level clan, they can help answer some questions. Briefly this is what you should do:

lvl 13-20 follow main quest line and start grinding (killing mob after mob) (mob is monster) in duskwither.

28ish start killing in shalemont. Group and or solo. Stay in shale until at least 60!! Trust me on this.

40-52 kill ribbonswords while picking up fettlecap mushrooms, sell fettles 20 gold each.

52-55ish kill defenders and ironclads at the river, skip protectors.

55-60 go up the stairs at the river and kill monsters up there.

That should get u started.
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

Who is online

Users browsing this forum: No registered users and 30 guests