Celtic Heroes

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

Re: Gelebron's Tower Concept

#12
Ooh, impressive.

I, along with pretty much everyone else, cant wait for more info on the type of place. Such as, whats the lvl req? What lvl are the mobs? What lvl is the boss? Why does the otherworld have no moon? Very important questions all...
Please don't make loot that drop in the Tower Bind on Equip. You already know we hate it. Don't exacerbate the problem players are talking about by making more BoE high end items.
Honestly man, why do you have to knock every topic...off topic? I completely agree with you that BoE is annoying, but there isn't really any point in repetitively slamming it in OTM's face, not to mention sidetracking every post OTM makes, they already know your feelings on it, as well as most other people's. This isn't the way to get OTM to notice it.



Yes, I realize I got sucked into that off topic complaint, everyone please ignore that and bring this topic back....on topic.


Can't wait for more info!
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Re: Gelebron's Tower Concept

#15
Looks great, Sauron would be proud. Not trying to be negative, but really hoping since this game takes bits and pieces from other games OTM works on zones where we can work on bosses in groups like we do with the Wyvern daily quests only with better spawn times. One per day, with no stupid camping while waiting for more things to pop up. Sooooo incredibly tired of sitting with having to use one toon camping everything.
Such is the curse of open world games without dungeon instances. In the old EQ days, when you enter a zone, you shout "Camp check!" and people will respond which mob/spot they are camping so you know which one is free/available. Camping is silly and boring.

When WoW came out, it fixed the problems of camping by introducing zone instances but still had the open world boss where guilds can compete for and still have the mmo community thrive. I think a hybrid model is the best overall, I just dont undertsand why OTM is so against it. There is a reason why EQ came out with instances eventually even though they didnt have it at launch.
Guess its up to what people like. I personally hate instances with a passion. I haven't been able to play pocket legends or elgard because of this despite them being quite nice games. Guess the game isn't designed for me but there being no instances is the reason I played ch in the first place.
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Level_____|200+|150-199|100-149|50-99|20-49|1-19|
# of toons|_5__|___16___|____3___|__11__|__21_|407|

Re: Gelebron's Tower Concept

#17
Looks awesome!

A question about the tower: this game has been lacking the ability to create zones that let you walk around in three dimensions. What I mean is that with a tower, there are floors stacked on top of each other, so there are multiple floors. Currently, every zone is flat so you cannot walk over top of another part of the map at a higher elevation, so there are not different levels/floors to any zone. I assume that the tower will have multiple floors, so this is a dramatic change from any existing zone. Is this something that the new engine enables OTM to create?
They kinda do it in carrowmore with snorris pit, but there is no platform to walk over the pit. Have to take a ramp down to snorri. Maybe there will be a giant winding stair case and on each floor/level there will be rooms with requirements to enter. First room with lowest lvl requirement leading up to the top lvl room with highest lvl requirement. Basically, mobs/bosses get harder at the top lvl. Usual tower concept :)
Last edited by Crankz on Fri Feb 28, 2014 1:53 am, edited 2 times in total.
Image
Crankz91
Lvl 200 ranger

Re: Gelebron's Tower Concept

#18
Looks great! Like Ail said, please don't make silly BoE drops, they suck. Also, the idea of instanced dungeons has been brought up a lot, but there have been a lot of conflicting emotions on the subject. Furthermore, high level endgame players have been saying they want more content, while lower (150) level players have been complaining of the same thing. It's a pain in the ass to hit 190, most anyone should know that. This is why I propose half-instanced dungeons (doubt that's even a real term, but hey, it sounded good: )

I suggest you make it so that anyone 150+ can access it, but have certain level tiers so that you're not facing overly powerful enemies or enemies that are waaaay to cakey for you. I think it would be ideal to have all 150-164 on a certain tier with enemies ranging from 150-160, all characters level 165-179 on another with enemies ranging from 165-175, and a section for 180+ for the most difficult of the instances consisting of enemies level 180-190.

Personally, I love the idea of instanced dungeons, but as OTM seems to be biased against them, this was the best idea I could come up with. Lemme know what you think!: D
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Re: Gelebron's Tower Concept

#20
In the current game it is impossible to have maps allowing a player to stand directly above or over a place where someone could stand. Think if it like one of those 3d topography maps, like this:
image.jpg
image.jpg (36.58 KiB) Viewed 1531 times
Therefore the game is forced to use ramps to make people more elevated or to create pits etc. I believe in the graphics update this is changed, but for now you can not make bridges, spiral staircases, or anything of the sort.
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