Celtic Heroes

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

Re: State of the game: What's wrong

#61
The people who buy more than a few elixirs are...suprise!...plat buyers.

Most likely they bought plat, converted it to gold in one way or another, and now want to convert their "plat acquired gold" back into elixirs lol.
I think you are a bit off base on this one. I can't see that many people being foolish enough to do that, as it is economically unsound. Sure, there may be a few people who don't do the basic math, but they would probably catch on to their own folly soon enough.

Look... tradeable lix is just a hoax.

Who really has 8k to spend for a super combo unless you buy plat?

It takes more than a few hours to farm enough to buy a super combo, even at high levels.


Again, a bit off base I think. I will give you my experience. I buy plat. I don't often sell plat items, but I do for a few people. Those people don't buy plat, and two of them are often my training partners.

First, it is not easy to move SC elixirs, so you shouldn't use them as your basis. Mostly due to the price, but also because most of the people I know are using lixers in a group. SK can be sold very easily, and sell between 3500 and 5000, depending on a few variables. You get the exp boost, but not the attack etc.

So the guys I know go on Boss hunts and sell the drops. Covers, bindings, discs, gems. They pool their money and buy a bunch of SK elixers. Then the lix together and kill Golems and gain a couple levels (with me healing if I am around). Sell all their Golem drops, and repeat the process.

It isn't really hard to make a little bit of money once you reach a higher level.
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Dersu of Herne
lvl 135+ Druid (Double Helix Build)
Clan Infection... of the Britannians family of clans.

Re: State of the game: What's wrong

#62
Derseu,

Ok well then their are two types of players who buy elixirs, those who buy plat, and those who sell drops for inordinate amounts of gold to those who buy plat.

And it is more common for plat buyers to buy elixirs than you think. You can sell for the same as you can buy them for...so its not a big deal. Sure sometimes you miscalculate, other times you buy lux, out grow it or make an alt and sell your lux item and buy elixirs. Happens very often.
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

#64
To answer the op question , nothing .


This post reaks of cheap ass non plat buyers who want unfathomable handed to them.
Hmm I am the OP and I have purchased over 10,000 plat...
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

#65
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.
I completely disagree. A monthly fee would cause many people including myself to stop playing. I want to choose how to spend my cash. Your idea of having gold expenses for playing is similar to the concept of having to maintain your equipment which I would not be against.

2. Soloing is too easy and xp lucrative. 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.
That is the funnyest thing I have heard of in a long time. XP is not lucrative in any form in this game. Grouping is very difficult in many situations which leaves soloing as your only option. (see below)
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.
Agreed, skills need work.
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.
Classes will never balance as most people express the idea. Ever play rock paper siscors? the rock will never beat the paper. They cant balance if we keep thinking combat. However there are ways to balance in that each class needs to be needed. There must be situations where a specific class in the group is almost mandatory. Also, amount of XP an Gold gained per hour can be balanced but not necessarily gained in the same way.
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.
I dont care about this one. Except there should be "safe zones" in the OW. Every other area has places that you can run too and regen before making the next dash through the gauntlet.
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.
IMHO the biggest problem is there are never enough people on your level to group with. The past few weeks have been very difficult to get people to group with you to get the Samhain armor bosses. We need more people on but not at the expense of stepping on each others toes. If each area were four times larger with for times the bosses and mobs, then we could have four times the people on and not be congested but still have enough people on to group with. You end up begging people much higher level than you to help which they have to do out of kindness because they get almost nothing for the effort.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: State of the game: What's wrong

#66
Papi, I'm all for your idea to maintain your equip.

Costs on the order of $5 worth of gold depending on how good/how muh use you put on your equip. And of course you could just earn the gold in game.

Secondly I'm not saying that xp is good, I'm just saying that STILL it is more lucrative to solo if you are good than group. Grouping should always be a better option if you have time.

And yes, the lack of grouping partners is why I say the game needs to be more player dense.

And social hubs/safe spots are analogous like with shale river.

And yes classes shouldn't be equivalent, but have similar usefullness factor in groups for a given level.

I think we agree more than you think ;)
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

#67
grinding is not an issue. all MMORPGs share that same grinding phase when the dedicated players start gaining levels upon the casual ones.

The real issue here is the grind is a real awful grind in CH.
  • there aren't any real quests to keep you attached to a storyline, if there's any at all
  • there's only 1 type of mob at any given level that would give you good xp, replay value in this game is awful if there aren't multiple ways to play it
  • class imbalance is a huge issue which leads to casual players giving up
  • bugs in this game isn't being actively fixed, and it's so obvious that the devs don't care about certain classes that it's just sad
  • content content content... this is the absolute first RPG game that's out of beta that has ONLY 2 dungeons and they're tiny... really? only 2? and all those caves or buildings or whatever that looks like they were planned along the way were never finished, or are they even intended to be finished to be explored at all?
  • so our bags are already full of crap, alright i don't care about paying for bag space and stuff; but even at the current state of filling our bags with crap we still don't have a crafting system... ouch, what if they do make a crafting system? are we expected to buy even more plat to get space for materials?
  • this game outside of boss hunts is not designed to be played in groups - most rpg mobs agro in packs, and you need to be in groups to be able to tackle the groups, think the blackstone guards. imagine if that kind of agro system is all over the map, that would encourage group play and cooperation which leads to team work and interest among players. currently the game is a massive solo online play rpg which is... i'm sorry, a lil boring after a while
  • skills skills skills... the skill system is poorly designed and currently kinda discouraging diversity. there are way too many mob level based skills (max level to be able to affect mob at your level like bolas, entangle, camo, conceal, etc etc etc). It's only right if there's a couple of those per class which you want to distinguish that ability and make it more unique, but not excessively like that. How would you feel if you make all our heals level based too? max your heal and buff to be able to heal/buff level 150 players? ain't that ridiculous? you want to give choices to the players and let us create builds, not to discourage builds with the silly level based skill system.
  • devs you're not responding to the community... you gotta throw us a bone every now and then and respond to us paying customers. give us something to look forward to. squat some bugs, tell us what you're working on. for the last time i'm sick of seeing my bow fly away after i cast light heal that is a stupid bug; and i don't even understand why i have to explain to your devs that damage shield shouldn't affect range attacks (what kinda teleportation damage is it transferring the damage to range attackers via a cloak of fire really? if you wanna make it real fair then make damage shields splash upon range attacks based on range, not like when range attacker is 50 feet way?) Every single class have their own complaints like that but nothing seems to be being worked on or addressed. This type of frustration really ain't encouraging us to pay to continue advancing in this game.

This is from: http://www.onethumbmobile.com/celticher ... =6&t=20417

It seems to mirror my op almost exactly, needless to say I fully agree with every point.
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

#68
If OTM isn't going to increase the mob xp for 120+ in OW, one solution may be to make the group bonus percentage go up based on the level of the players in the group. Several 140 players in a group could get a ~400% increase, for example.

This would also help with the abysmal gold drops in OW. :)

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