Celtic Heroes

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Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#33
Or keep it how it is , since EVERYONE had to struggle to get warden gear , why should it be made easier for newer players ?

Btw , derp threatens to quit in about 33% of his posts , so who cares.
Thus spake the aristocrats before the French Revolution.

Because everyone had to put up with bad game design is no reason to keep it. Also as several early players of CH have pointed out there were no 150 s back in the day. I also paid nearly 100 k for a dragon but that doesnt make me want to charge that price.

I am not saying give new players a free ride. I think No Trade or Monster kill related quests would be better than current frustration. Let them perform difficult quests as intended. The Meteoric Weapon Menagerie quest is a perfect example. Make even harder quests if you are concerned about coddling new players.

Higher characters charging the lower chars gold (often derived from bought Plat) for quest drops and then the lower players after levelling up, themselves also charging a new generation of lower players for quest drops is like a sick RPG pyramid or Ponzi scheme.

A final point, Plat. This system rewards people who buy gold too much. Yes we all know OTM needs to sell Plat to survive but the reality is that a central quest in this game is often won solely through buying gold. I don't know the numbers but just check the shouts for discs, rems and tabs for an indication. The attitude that this is how my ancestors played this game so it should be good enough for any new comers is not a useful (or unbiased) one.
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Landoril 221 Ranger
Denoril 170 Rogue
Hateril. Hat holder
Pageril...well you get the idea

Epona (The little server that could)

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#34
I can't wait for target lock to be added to the game. It is coming and it will help the vast majority of lower level players.

We all talk about competition and say we earned the right to get the kills by playing harder or better. But everyone of us knows the game is rigged towards the larger clans and the plat buyers.

I remember the excitement of some of my first boss kills still. But most lower level players don't get the chance for some of the same epic battles to kill fellfire and gain a 1000 gold that we have had. The servers are loaded with higher level players that can either tank the mob easily or ks it within a minute. This takes away the thrill of the battle for new players.

I would love to see zones that are restricted to lower level players so they may experience the game without the influence of higher level players helping or hurting them as they learn to battle a few bosses for the thrill of playing. Not for competition.
A lot of games use instances to control server loads and allow players to work as groups to fight dungeons. This might be an option in the future if target lock fails to improve the game.

I'll adjust and so will you. Online games move in different directions and someone is always gaining the advantage by working with what we are given to gain the next big advantage.
Touch (Druid) 150
Spitfire (Mage) 160

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#35
Or keep it how it is , since EVERYONE had to struggle to get warden gear , why should it be made easier for newer players ?

Btw , derp threatens to quit in about 33% of his posts , so who cares.
Thus spake the aristocrats before the French Revolution.

Because everyone had to put up with bad game design is no reason to keep it. Also as several early players of CH have pointed out there were no 150 s back in the day. I also paid nearly 100 k for a dragon but that doesnt make me want to charge that price.

I am not saying give new players a free ride. I think No Trade or Monster kill related quests would be better than current frustration. Let them perform difficult quests as intended. The Meteoric Weapon Menagerie quest is a perfect example. Make even harder quests if you are concerned about coddling new players.

Higher characters charging the lower chars gold (often derived from bought Plat) for quest drops and then the lower players after levelling up, themselves also charging a new generation of lower players for quest drops is like a sick RPG pyramid or Ponzi scheme.

A final point, Plat. This system rewards people who buy gold too much. Yes we all know OTM needs to sell Plat to survive but the reality is that a central quest in this game is often won solely through buying gold. I don't know the numbers but just check the shouts for discs, rems and tabs for an indication. The attitude that this is how my ancestors played this game so it should be good enough for any new comers is not a useful (or unbiased) one.
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And this is why the freemium business model absolutely kills true in game economies in MMOs. Games are designed this way with deliberate intent. The plat to gold conversion pressure is one big money funnel to the devs. Ponzi'd. It kinda blows that essentially all games are designed this way now, and the sad part is that players of these games are blind to the reality of it all. I know I'm in the minority when it comes to rather paying a flat or monthly fee than play a free game with game mechanics all wonky because of freemium funnel points (quest drops, regen, etc.). Better to keep it casual than to get in over your head too deep if you're spending actual money on these games. At least with OTM the money goes back into the game you're actually paying for. Unlike say Spacetime who develops one game, milks its players with microtransactions, dumps the money earned into a new label in development, then neglects old titles leaving players with little to do and rather abandoned. But still, people are going to develop the game toward the largest subset of the population who is willing to shell out a little cash for plat to keep the business going. This subset may not include a few outlier top level players who have spent a lot. That's just how business is done. Take it or leave it.
Arawn

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#36
Or keep it how it is , since EVERYONE had to struggle to get warden gear , why should it be made easier for newer players ?

Btw , derp threatens to quit in about 33% of his posts , so who cares.
I am not threatening to quit here, just on the wait and see approach as to whether or not I will be able to compete with the high levels. Because as the way the game stands my only way is to level up to 150 and then join the monopolization crowd just to complete warden. I would not do this on the sheer principal that it would go against everything I am preaching against. You need to retread my posts and see if that is what I am saying, or your just trying to skew my views and make me seem like a whining little girl.
DR Derp of Donn
Meh

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#37
I literally just read through this entire thread and I will make my post based on some of the things I've read.

The Op has an amazing idea and its probably one of the few ideas on target lock i agree with because it caters to both sides.

If OTM makes certain bosses, like falgren, accessible by certain level players, that will ruin the game. I didn't get my dragon discs until I was way past level 100 because I had to compete with endgame clans at the time or i had to compete with a clan around my level with all dps. At the time, I was a druid and we all know how easy it is to ks a druid.

Also, making it so only low levels can kill falgren will reverse the economy. It will make it so all the low levels get the drops and have to sell it to higher levels who can't find a group to kill, im manly talking about support classes and lvl 60-70 players (as they are the ones who get the quest, but don't deal enough dps). So you are restricting dragons discs to level 80-100 players.

This isnt fair to higher level players because it is us higher level players that pay your paychecks and allow you guys to stay in business. That just like a worker telling their boss what they arent going to do.

My last point to this topic is a work around. What will stop higher level players making an alt, leveling it to level 100, give it all endgame gear and camping the bosses? I know for one, I will make a rouge, level it, and give it earthstone and kill every falgren that think he's a druid. Now I can camp large bosses as well low level bosses. Target lock would have been for nothing as I found a work around.

My next point is about getting rid of higher level players. Come again. Some people paid 1000s of dollars on this game. If you refund plat, what are they really going to buy if lixirs arent sold? 3 billion idols? I think not. Not to mention im sure this is something players could sue for, as a viable case is now made and the only way to to correct it is to refund the money, which OTM won't do because they will go bankrupt. If not, apple and OTM will have their hands full and im sure word will spread, gaining public media attention (gaming reviews and forums) because gamers like to bash devs that treats gamers wrong.

What now?
Omnipotent Rogue 187+
LadyLust Mage 168+
Wolfgang of Mabon :)

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#38
The Op has an amazing idea and its probably one of the few ideas on target lock i agree with because it caters to both sides. .
Thanks! I truly believe that its the best way to do it. Keeps the game the same as it is now only make the green glow turn to red when you have the more damage being done to a MOB.
For solo fights make a red glow around the MOBS health showing you have the kill.

I for one definitely do not want anything visually in the game wether it's a square above the targeted MOB, or a guiding line leading to the group that is getting the kill.

My idea will simply change the color of something thats already in the game thus not drastically changing anything.
Image
This is what happens when you challenge the better clan on sever.
Your ass shoots flames, literally your ass will shoot flames.

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#39
I literally just read through this entire thread and I will make my post based on some of the things I've read.

The Op has an amazing idea and its probably one of the few ideas on target lock i agree with because it caters to both sides.

If OTM makes certain bosses, like falgren, accessible by certain level players, that will ruin the game.

Also, making it so only low levels can kill falgren will reverse the economy.

This isnt fair to higher level players because it is us higher level players that pay your paychecks and allow you guys to stay in business. That just like a worker telling their boss what they arent going to do.

My next point is about getting rid of higher level players. Come again. Some people paid 1000s of dollars on this game. If you refund plat, what are they really going to buy if lixirs arent sold? 3 billion idols? I think not. Not to mention im sure this is something players could sue for, as a viable case is now made and the only way to to correct it is to refund the money, which OTM won't do because they will go bankrupt. If not, apple and OTM will have their hands full and im sure word will spread, gaining public media attention (gaming reviews and forums) because gamers like to bash devs that treats gamers wrong.
?
Interesting post Pretty_Entity.

Some may be saying restrict Falgren and other monsters to particular levels but not everyone and certainly not the OP (or me). My point was change the system on how to progress in some way. No solution will be perfect but the current system is definitely not.

You also seem to be saying high levels pay the bills. If that is so the game is in trouble. New players, well newish ones should be paying the bills. For a young game an expanding player base is essential. And I suspect you are wrong or only partially correct. Who needs the most money to buy Tabs, Discs or Rems etc? Players with no Alts that's who.

You must realise I wasn't serious about high levels being dropped.

It was a thought experiment to point out the lack of deep development of in game quests etc as you move up the level tree. And to show the problem all MMOs face as they mature, more and more high level characters that demand development resources thus causing other parts of the game to be neglected. Neglect of general game assets or increasing things to do for all levels or whatever.

An old MMO will just naturally accrue things to do at all levels if they add a small amount each update cycle.

As a young MMO and because of the narrow funding model (free with in game plat) AND the obvious small initial player numbers to support the game, OTM has fallen into the trap of constantly upping the level cap to keep players and funding. Sure they add content but as mentioned its spread out over more and more levels.

An MMOs main job is to SLOW players progression down not enable it to speed up. They CAN do both at once eg long quests and exp pots but the slowing needs to be the focus. Their second main job is to maintain the illusion of fairly fast player progression.

What is the solution to a top heavy player base? How would I know? If I did in would be a game consultant raking in the big bucks and living large.

I suspect the best to expect is that some tinkering with rules will satisfy lower levels and eventually a little more content will be spread out across the levels. And I don't mean quest empty areas with only new mobs to kill for grinding. The base design of a game, its skeleton if you will, is determined pretty early on. To change it later is almost impossible without a huge player base to support the development economically.

OTMs desogn decisions, perhaps forced on them by the app store platform, have made their coding bed and we players will have to just lie uneasy on it. Dreaming of having enough things to do.

Oh and I'm not making a moral judgement bout high levels. It's natural that they want content too and to level up and to camp lower bosses. They have Alts to build (tho they will have nothing new to do) etc etc it's the game design and content level that is forcing them to do the same few actions over and over and over and over and over and over and over.......

Finally this is my favourite game so I really want it to succeed !!
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Landoril 221 Ranger
Denoril 170 Rogue
Hateril. Hat holder
Pageril...well you get the idea

Epona (The little server that could)

Re: Noobs, Future Target Lock, High Lvls Quitting And Realit

#40
So what exactly will target lock do for new players?

I'm still not seeing how it benefits them, whatsoever.

Since the update I have yet to see a group of level 90s that can kill Falgren.

Why is this? It could be because every lvl 60 druid healing people in OW, instead of being in SV with the content that was designed for them.

IMO a raised lvl cap for OW from 60 to 75 would have to be added in order for the low levels to even attempt to kill Falgren or any other SV boss for that matter.

I'm not trying too keep the low levels out, I'm just trying to be realistic.
Awen1: 220, Ranger
BladeZ: 220, Rogue
Dmg: 200, Mage
Server: Morrigan
Avalon

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