Celtic Heroes

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

Re: Where has the challenge gone?

#42
OTM's current update strategy: Make 1 really good update, once a year, with everything included in it.
Problem: That really good update with everything included in it which took 1 year to create; players will complete all the content in it and get bored within 2 months.


Required update strategy: Make a bunch of alright updates, once a month, with 1-5 things included in it. They dont have to be huge zones + this + that + etc included. They just need to be "This week we have a new quest!" or "This week, there is a nice new mob!" I honestly dont see how hard this could be.
Why I think monthly bosses hasnt happened already:
Designing loot is an extremely tedious process, and needs a lot of testing and analysis. But this can be easily fixed: Create a new forum section, specifically for this purpose. Ask the players what kind of loot they would like to see this week, there is literally no need to be so secretive about what kind of content will be coming. Add in EXACTLY this loot to the game. Run a beta test where PLAYERS test this loot and give feedback on it. You can be sure that nobody will complain about the loot.
The most difficult part of designing new bosses, however, is to create the different attack styles of this boss. I dont have any suggestions for how to make this easier or less time consuming, but I am pretty sure OTM can make a mob in 1 month.

Step required:
Create a new zone with NOTHING in it, it just has 10 or so empty pits in it like the pits in carrowmore. (this zone shouldnt take long to make, it doesnt have to be fancy, and it is completely empty.) Every month, one of these newly designed bosses are placed into one of these 10 pits. Once all the 10 pits are full, replace the boss in pit 1 (the boss that was first added) with a new boss. Once boss 1 is removed, all the loot that he has dropped is replaced with x amount of gold. This removal of loot will ensure players continue to kill the bosses and dont just kill the first one and call it a day.
Another idea, but will take more than 1 month, is to have 1 boss for each class. The boss is specifically designed to be killed by that class, and to drop loot for that class. The reason it will take more than 1 month is because 5 bosses need to be added instead of 1.


I do completely understand that OTM is a small team, and they cannot focus on having these monthly additions while also working on one of the updates which we are used to, however I still think that the idea should be looked into.
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Re: Where has the challenge gone?

#43
How to add challenge?

Inter world arena pvp,
10vs10 or 20vs20 pvp for each lvl up to 100
100,110,120,130,140,150,160,170,180,190,200
Winner team win plat (if you are lvl 192 you earn 192 plat) in winner team,
possibility to earn special fashions and items by completing pvp quests (kill 1warrior,2rogues,3mages, 10 rangers and 10 druids for example)

Adding special cool mount able to do races and mount fight in arena. I created a mount able to add fun and variety to Celtic Heroes, I thought to draw one since 2012. You can see it here with full description.

http://celtic-heroes.com/forum/viewtopi ... &start=310

(After the epona horse and the tree draw)

Actually in Prime only 15-20% of the clan is active, others are bored of the game.
Ranger since Winter Event 2011
222 in Danu

Re: Where has the challenge gone?

#44
I would like to see more quest lines added in. Even though i am not that high, it was most fun for me when I was running around questing. I guess that comes from my time of playing rpgs and always having something to do and work towards. This is my first mmorpg, and I am just a little disappointed that the questing really dies down significantly after the main quest/tutorial.
Main: Maedhros Level 158 Druid
World: Morrigan
Clan: Havoc

Re: Where has the challenge gone?

#45
OTM's current update strategy: Make 1 really good update, once a year, with everything included in it.
Problem: That really good update with everything included in it which took 1 year to create; players will complete all the content in it and get bored within 2 months.


Required update strategy: Make a bunch of alright updates, once a month, with 1-5 things included in it. They dont have to be huge zones + this + that + etc included. They just need to be "This week we have a new quest!" or "This week, there is a nice new mob!" I honestly dont see how hard this could be.
Why I think monthly bosses hasnt happened already:
Designing loot is an extremely tedious process, and needs a lot of testing and analysis. But this can be easily fixed: Create a new forum section, specifically for this purpose. Ask the players what kind of loot they would like to see this week, there is literally no need to be so secretive about what kind of content will be coming. Add in EXACTLY this loot to the game. Run a beta test where PLAYERS test this loot and give feedback on it. You can be sure that nobody will complain about the loot.
The most difficult part of designing new bosses, however, is to create the different attack styles of this boss. I dont have any suggestions for how to make this easier or less time consuming, but I am pretty sure OTM can make a mob in 1 month.

Step required:
Create a new zone with NOTHING in it, it just has 10 or so empty pits in it like the pits in carrowmore. (this zone shouldnt take long to make, it doesnt have to be fancy, and it is completely empty.) Every month, one of these newly designed bosses are placed into one of these 10 pits. Once all the 10 pits are full, replace the boss in pit 1 (the boss that was first added) with a new boss. Once boss 1 is removed, all the loot that he has dropped is replaced with x amount of gold. This removal of loot will ensure players continue to kill the bosses and dont just kill the first one and call it a day.
Another idea, but will take more than 1 month, is to have 1 boss for each class. The boss is specifically designed to be killed by that class, and to drop loot for that class. The reason it will take more than 1 month is because 5 bosses need to be added instead of 1.


I do completely understand that OTM is a small team, and they cannot focus on having these monthly additions while also working on one of the updates which we are used to, however I still think that the idea should be looked into.
Interesting idea

The good thing about this too is that less content means less time to test as well and you can focus more into ironing out bugs since it's smaller scale :)
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Re: Where has the challenge gone?

#46
OTM's current update strategy: Make 1 really good update, once a year, with everything included in it.
Problem: That really good update with everything included in it which took 1 year to create; players will complete all the content in it and get bored within 2 months.


Required update strategy: Make a bunch of alright updates, once a month, with 1-5 things included in it. They dont have to be huge zones + this + that + etc included. They just need to be "This week we have a new quest!" or "This week, there is a nice new mob!" I honestly dont see how hard this could be.
Why I think monthly bosses hasnt happened already:
Designing loot is an extremely tedious process, and needs a lot of testing and analysis. But this can be easily fixed: Create a new forum section, specifically for this purpose. Ask the players what kind of loot they would like to see this week, there is literally no need to be so secretive about what kind of content will be coming. Add in EXACTLY this loot to the game. Run a beta test where PLAYERS test this loot and give feedback on it. You can be sure that nobody will complain about the loot.
The most difficult part of designing new bosses, however, is to create the different attack styles of this boss. I dont have any suggestions for how to make this easier or less time consuming, but I am pretty sure OTM can make a mob in 1 month.

Step required:
Create a new zone with NOTHING in it, it just has 10 or so empty pits in it like the pits in carrowmore. (this zone shouldnt take long to make, it doesnt have to be fancy, and it is completely empty.) Every month, one of these newly designed bosses are placed into one of these 10 pits. Once all the 10 pits are full, replace the boss in pit 1 (the boss that was first added) with a new boss. Once boss 1 is removed, all the loot that he has dropped is replaced with x amount of gold. This removal of loot will ensure players continue to kill the bosses and dont just kill the first one and call it a day.
Another idea, but will take more than 1 month, is to have 1 boss for each class. The boss is specifically designed to be killed by that class, and to drop loot for that class. The reason it will take more than 1 month is because 5 bosses need to be added instead of 1.


I do completely understand that OTM is a small team, and they cannot focus on having these monthly additions while also working on one of the updates which we are used to, however I still think that the idea should be looked into.
I really like that idea, it sounds cool to me and everyone becomes testers, and as we know OTM are slow at least i'll be glad if players could make it faster.

Big +1 to ur idea!
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly

OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex

Re: Where has the challenge gone?

#47
We need more things that are short-time based, daily prizes and challenges (maybe, just maybe add daily dungeon ?:)), mini-games or small challenges that can be done at least several times a day, and so on.
YES PLEASE. +1
Image
Lev 200 Druid: Aernak | Lev 202 Rogue: Xaima | Lev 200 Mage: EvoAngel | Lev 190 Ranger: PegBundy | Lev 155 Warrior: Akroma
Clan Avalon of Morrigan

Re: Where has the challenge gone?

#49
OTM's current update strategy: Make 1 really good update, once a year, with everything included in it.
Problem: That really good update with everything included in it which took 1 year to create; players will complete all the content in it and get bored within 2 months.


Required update strategy: Make a bunch of alright updates, once a month, with 1-5 things included in it. They dont have to be huge zones + this + that + etc included. They just need to be "This week we have a new quest!" or "This week, there is a nice new mob!" I honestly dont see how hard this could be.
Why I think monthly bosses hasnt happened already:
Designing loot is an extremely tedious process, and needs a lot of testing and analysis. But this can be easily fixed: Create a new forum section, specifically for this purpose. Ask the players what kind of loot they would like to see this week, there is literally no need to be so secretive about what kind of content will be coming. Add in EXACTLY this loot to the game. Run a beta test where PLAYERS test this loot and give feedback on it. You can be sure that nobody will complain about the loot.
The most difficult part of designing new bosses, however, is to create the different attack styles of this boss. I dont have any suggestions for how to make this easier or less time consuming, but I am pretty sure OTM can make a mob in 1 month.

Step required:
Create a new zone with NOTHING in it, it just has 10 or so empty pits in it like the pits in carrowmore. (this zone shouldnt take long to make, it doesnt have to be fancy, and it is completely empty.) Every month, one of these newly designed bosses are placed into one of these 10 pits. Once all the 10 pits are full, replace the boss in pit 1 (the boss that was first added) with a new boss. Once boss 1 is removed, all the loot that he has dropped is replaced with x amount of gold. This removal of loot will ensure players continue to kill the bosses and dont just kill the first one and call it a day.
Another idea, but will take more than 1 month, is to have 1 boss for each class. The boss is specifically designed to be killed by that class, and to drop loot for that class. The reason it will take more than 1 month is because 5 bosses need to be added instead of 1.


I do completely understand that OTM is a small team, and they cannot focus on having these monthly additions while also working on one of the updates which we are used to, however I still think that the idea should be looked into.

I don't like it. It will go from everyone saying FINALYYYY IT LOOKS SO COOL to the once a year update, to meh, meh, meh to your solution. I think you have the wrong mind set that it should be "alright" update, if you want to be the best at anything, you have to think the best.

IMO a mixture of the two, needs to happen. Something repetitive and quick such as new events, with the main idea being similar, but the actual content differing. Such as Yule brings mounts, Halloween brings exclusive elixirs, Summer brings a variety of fashion, Story additions, End game bosses Events, but the roles rotating so that the inspiration is raw.

Just straight up game changers, even if they take long, would be nice for the game and exciting for the player.This is just my opinion, not saying its perfect.

All of these have to include the core of what is CH however, cooperative requirements and 60% hack and slash. Which CH has done so far in its boring content, still sticks to its roots though.
Rogue 166 - Ghostbro
Ranger 126 - Acebow
Warrior 85 - Ghostwar

Soldiersofjah
SULIS

Re: Where has the challenge gone?

#50
People always want new things. IMO, the yearly updates are a load of 'meh, meh and meh' stuck together, with 1 or 2 'woops''.

Need mini-games. Different types of currency (like points for winning in a specific mini-game to trade in for fashion, usable items or xp).

I hate the 'working on challenging gameplay' sentence. The biggest challenge in this game when I started was the competition. 3-4 different clans at Falgren hoping to win an FFA. Timed spawns so you didn't have to camp around for hours to possibly lose. Was in the least dominant of 3 clans back then, and still logged every hour that I could for Falgren, if I was not already online, because what is 5 minutes out of your day if a 4* spawns or your non-dominant clan loses the boss?

Your game is based on competition (at least that's your reasoning for open-world bosses), but you're now making a game that is impossible to have competing clans on end-game bosses, because the bosses are so difficult. Stick them in an INSTANCE, open world bosses should not require more than 8 toons to kill - that's a full group.
RAPIDx - 225 Rogue
Rhiannon GameChanger

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