So looking around the forums, most of the posts are about dissatisfaction with the update. While some of the points are entirely valid, it makes me think of when everyone wanted to push the update out. It was so boring that people threatened to quit , and now its so hard that people slap a return sticker on the whole update itself and are doing the same thing they did before. You can never please everyone. But - I'm going to point out some of the biggest areas that I've noticed detract from the long-term experience and longevity of the game, and ask that perhaps some of the solutions might be considered.
Lately, I read a lot of responses to Funnish's thread on the game being boring. I never thought the day would come, but sadly the game is slowly losing its appeal to me too. Maybe it will come back, it has many times. However, this is what I noticed. Now that we are so high leveled and so dependent upon mounds of XP, the only way that one can level efficiently (and keep up and have fun with clan mates - without feeling like an outcast) is to chug super XP elixirs. It reminds me of a time when the catacombs were all we had, and XP elixirs were non-existent. This was the highlight for me, because, the players who were on top were actually the players who put in the most effort..and not money. But as everyone knows, corporations and businesses need to profit. This game needs to lessen the grind-intensive XP-chugging madness, and rely on a different strategy, such as those yet to come (crafting, staking, outside of combat skills, territory wars, and so on). Grinding has never been the right answer to keep players addicted to the game - and while it is necessary, it should not be the only thing to do. Now that this game has been out a year, I feel like it needs to be pointed out.
Secondly, a level cap wouldn't be a bad idea. OK, yeah, I know anyone who drinks XP elixirs to stay at the top of their game (I do it too) will disagree with this idea - because they're well on the way to staying at the top of their class. However, I ask that we look at the long-term scheme. It might detract from the dullness of the grind-fest that is driving so many people to quit if we put a bright light at the end of the path. For example - once you hit level 150 (or up to 160, depending on how hard it is at that point) you're done leveling. You work on abilities, you do other things. Work on gaining money, help your clan-mates, run bosses. Do you really think not having a level cap in Stonevale kept people from quitting? Maybe for a few, but with this kind of XP and the point that this game has come to, we need to start looking at a cap. Otherwise people view this as a giant waste of time, and money, because they're never going to stop spending money to get to the top. And if they don't see it that way, well then, I guess they're content with how the game is.. But from what I've seen on the forums lately, thats not the case.
Thirdly, this game's economy is fine.. But only if you're a plat buyer. Literally, you can not make money in this game. You can only buy it, and that is a SERIOUS issue that has been here since the day the game came out. You can kill 10,000 mobs, but that might take you half of a year. There has to be some option for income, and for a while staking (betting players in duels, each player staking x amount of money and one winner taking all) was planned to be incorporated into this update. This kept my hopes up, because it allowed for the first ever non-trade cashflow, and actually gave the average joe a chance to make money outside of laying down real life money. Yet, this is still to come, but I still have heard no word on options to make money. On top of that, people are naturally greedy. Making money is one of the biggest draws to a game and..well, you can't have a successful MMO unless this is a factor.
So ultimately, all three of these options will probably cut down the company's income. Now, I know these developers are good people, I support what they do, and they've made it clear they're not wholely in it for the money. This is why I think some of these things need to be considered, because unless we start changing the grind-of-the-mill things that we're seeing, this game will not reach its full potential. I see fewer members of Prime (#1 clan on the leader boards) online recently then before the update, or not much more, and I come on to the forums to see about 10% of the community satisfied with the update. Something isn't mixing here, and these problems are some of the most evident I have seen throughout the time I've played. I'm hoping that this thread might be a last address to some of the most prominent problems that are causing so many players issues, so that they can be addressed and fixed. Please, comment if you have any valid points, as this is not meant to be a thread to vent on, but one that can help make the game a more complete experience for any given player who has been dissatisfied.
Re: Dissatisfied Players
#2Isn't the answer clear? Either another world will be created (I'm sure that will happen someday too) or, and bear with me for a moment, a dungeon for the highest levels be created. With several floors, wherein each floor has stronger monsters than the last. Sure, still grinding, but you still gain enough xp to level as fast as you did at lower levels. Just a suggestion.
A.L.
A.L.
World: Lugh
TheYuleLog - Warrior level 29
Clan - EternalBros
WorldWarZ - Rogue level 20
AntonLaVey - Mage level 46
Chieftain of Clan ChurchofSatan
TheYuleLog - Warrior level 29
Clan - EternalBros
WorldWarZ - Rogue level 20
AntonLaVey - Mage level 46
Chieftain of Clan ChurchofSatan
Re: Dissatisfied Players
#3Well said... i agree with all of it. Ill say it again... XP elixirs ruined this game.
Re: Dissatisfied Players
#4I agree now a days ppl just use 400 xc elixers and 2000 1k pots to get lvled up 50 times fast then just camp and become teritorial not the way it should be it should be use xc elixers to keep up with your friends after you were gone for x much time I and 87 my friend lvl 60 before update is lvl 99 that shouldn't happen
Kolare clan masmar world mabon ranger lvl 90
Equality, freedom, and colaboration-masmar
Kolare clan none yet world Rhiannon ranger lvl 10+
http://www.onethumbmobile.com/celticher ... =6&t=10481
My new area idea
Equality, freedom, and colaboration-masmar
Kolare clan none yet world Rhiannon ranger lvl 10+
http://www.onethumbmobile.com/celticher ... =6&t=10481
My new area idea
Re: Dissatisfied Players
#5It has to be a necessary evil. If you make it easy to get to level 150, players will all be bored and waiting for content and the devs can never keep up. My only gripe is that they did not fix the loot tables of the easier bosses. There are plenty of level 90-130 bosses that are not impossible for level 95s to kill, but they're not worth it at this point.Grinding has never been the right answer to keep players addicted to the game - and while it is necessary, it should not be the only thing to do. Now that this game has been out a year, I feel like it needs to be pointed out.
Fully agree. All the other MMOs have a level cap until they release an expansion.Secondly, a level cap wouldn't be a bad idea.
Fully disagree with you there. I have never bought gold and I've made over 2million gold just by grinding (I have over 99k mobs killed), and selling items (e.g. discs). Perhaps I'm one of the few, but I've shown it's not impossible.Thirdly, this game's economy is fine.. But only if you're a plat buyer. Literally, you can not make money in this game. You can only buy it,
Re: Dissatisfied Players
#6The Tower in OW will be implemented as a dungeon, basically fighting your way to the top.Isn't the answer clear? Either another world will be created (I'm sure that will happen someday too) or, and bear with me for a moment, a dungeon for the highest levels be created. With several floors, wherein each floor has stronger monsters than the last. Sure, still grinding, but you still gain enough xp to level as fast as you did at lower levels. Just a suggestion.
A.L.
Rosmerta
Formerly the original Eo.
iOS Beta Tester Pre-Otherworld
Currently KEnergy
Been a Part of the Greatest Clans in Rosmerta through the thick and thin.
Templars - TemplarElites - Synergy - KSksers - Alliance - United - Revenge - Mythology
Formerly the original Eo.
iOS Beta Tester Pre-Otherworld
Currently KEnergy
Been a Part of the Greatest Clans in Rosmerta through the thick and thin.
Templars - TemplarElites - Synergy - KSksers - Alliance - United - Revenge - Mythology
Re: Dissatisfied Players
#7This is really based on different servers as different servers have different economies. I am on the same server as Death and it is an issue for us, although I make a lot of money via merching, but even then it takes money to make money.Fully disagree with you there. I have never bought gold and I've made over 2million gold just by grinding (I have over 99k mobs killed), and selling items (e.g. discs). Perhaps I'm one of the few, but I've shown it's not impossible.
For me the biggest problem is, they changed stuff that was not broken. We liked how a lot of things in the game worked, we just needed more content. All of the changes is what is ruining the game play in my opinion. We didn't fall in love with Celtic Heroes in hopes that the game would change drastically.
If it's not broken, don't fix it.
Also, I would love a level cap.
Edit: I do have to say though, I like how this panned out rather then waiting more time for the update while testing continued. This has essentially became a server wide beta test as all of the players are submitting bugs and different problems that would have been impossible for the small amount of beta testers to find on their own in a small time frame. An essential beta test is good to weed out huge bugs or bad exploitation bugs, but having the whole community involved like this gets us in on the action and the bugs found sooner.
Re: Dissatisfied Players
#8Like Guffy said, its based on servers. If you have 1 player willing to pay 500,000 for, say, 4 darkflame pieces - then hey, that server can certainly profit off of those players. However, not all servers have players that spend that much to help cash-flow. Moreover, I understand that you got that much off of mobs, and some selling, but lets face it - the average joe is doomed to struggle with cash, if he ever plans on buying exotic items. I'm not trying to proove that money is impossible to make, simply that its come to a point where it needs to be magnified in different avenues, and not just from grinding off mobs that drop 10-20 coins a piece. Hopefully crafting might shine some light, but this is a big concern as of now.It has to be a necessary evil. If you make it easy to get to level 150, players will all be bored and waiting for content and the devs can never keep up. My only gripe is that they did not fix the loot tables of the easier bosses. There are plenty of level 90-130 bosses that are not impossible for level 95s to kill, but they're not worth it at this point.Grinding has never been the right answer to keep players addicted to the game - and while it is necessary, it should not be the only thing to do. Now that this game has been out a year, I feel like it needs to be pointed out.
Fully agree. All the other MMOs have a level cap until they release an expansion.Secondly, a level cap wouldn't be a bad idea.
Fully disagree with you there. I have never bought gold and I've made over 2million gold just by grinding (I have over 99k mobs killed), and selling items (e.g. discs). Perhaps I'm one of the few, but I've shown it's not impossible.Thirdly, this game's economy is fine.. But only if you're a plat buyer. Literally, you can not make money in this game. You can only buy it,
Re: Dissatisfied Players
#9Also, not to mention the fact that I am sure the majority of the money he got came from selling discs, and the money he got from the people who bought the discs was probably 90% bought via plat.
The only decent influx of gold into the game besides buying gold is selling items to shop like gems and some of the newer higher tier monster drops from otherworld.
The only decent influx of gold into the game besides buying gold is selling items to shop like gems and some of the newer higher tier monster drops from otherworld.
Re: Dissatisfied Players
#10I've only joined the game for 3 weeks now and am enjoying every bit of the game on CROM server.
YES
there is a little concern about getting gold - BUT that is mostly always driven by the rat-race mentality in game. Trying to get there faster, or be stronger etc etc. Some players take this more seriously than others, and others who felt they cannot compete or unable to get any help from other players tends to make the most noise and fuss about it. Bear in mind, new players get the benefit of buying gears at very highly discounted rates while the first batch of users have to pay full price. Likewise they rip the benefits of getting something new earlier and being able to sell it when everyone wants the "latest and bestest" earlier. The real problem with regards to gold, is that everyone has a different knowledge of how gold and value of things work, due to the diverse age group we have playing the game. Ultimately i think Celtic Heroes is very well balanced with drops, drop-rates unlike many other games. The variance depends on how good are you in selling it at the "right" value? And how can you learn more about the "right" value?
YES
partly to concerns on XP potions being abused. Level cap can be a double-edged sword. Effectively, there is always a "soft cap". Prior to the new release, players have to grind incredibly long hours and time to gain 1 level beyond 90 or 100. Now it's quite common sight but where it might start to soft-cap is yet to be determined with this release. That said, XP potions are incredibly good if you're having a change of char / build or if you are new to the game. You can quickly scale up the boring low levels which you have done before, and get up to decent levels. I would recommend that XP potions has a level-cap OR a tapering effect - meaning that XP potions can either be used by levels up to 70 or 80 and this cap can change as new updates are released in future. OR XP potions will yield less XP to higher levels. Say for example a lvl 10-20 will get 4x XP, while a lvl 100 will only get 10% boost. (A point to also note is that XP potions are not only accessible by platinum users. You can always buy them off with in-game gold.)
I think the game needs more "strategic gaming" variations especially with boss fighting styles and strategy, more personalisation equipment from rare drops, collaborative or group puzzle quests (for e.g. group mates of different class and/or sex to activate mechanisms somewhere for a door to open to a secret boss / dungeon.), more alternative builds options (quite limiting at the moment though there's a few basic types) and a BETTER Chat system.
Just sharing thoughts.
YES
there is a little concern about getting gold - BUT that is mostly always driven by the rat-race mentality in game. Trying to get there faster, or be stronger etc etc. Some players take this more seriously than others, and others who felt they cannot compete or unable to get any help from other players tends to make the most noise and fuss about it. Bear in mind, new players get the benefit of buying gears at very highly discounted rates while the first batch of users have to pay full price. Likewise they rip the benefits of getting something new earlier and being able to sell it when everyone wants the "latest and bestest" earlier. The real problem with regards to gold, is that everyone has a different knowledge of how gold and value of things work, due to the diverse age group we have playing the game. Ultimately i think Celtic Heroes is very well balanced with drops, drop-rates unlike many other games. The variance depends on how good are you in selling it at the "right" value? And how can you learn more about the "right" value?
YES
partly to concerns on XP potions being abused. Level cap can be a double-edged sword. Effectively, there is always a "soft cap". Prior to the new release, players have to grind incredibly long hours and time to gain 1 level beyond 90 or 100. Now it's quite common sight but where it might start to soft-cap is yet to be determined with this release. That said, XP potions are incredibly good if you're having a change of char / build or if you are new to the game. You can quickly scale up the boring low levels which you have done before, and get up to decent levels. I would recommend that XP potions has a level-cap OR a tapering effect - meaning that XP potions can either be used by levels up to 70 or 80 and this cap can change as new updates are released in future. OR XP potions will yield less XP to higher levels. Say for example a lvl 10-20 will get 4x XP, while a lvl 100 will only get 10% boost. (A point to also note is that XP potions are not only accessible by platinum users. You can always buy them off with in-game gold.)
I think the game needs more "strategic gaming" variations especially with boss fighting styles and strategy, more personalisation equipment from rare drops, collaborative or group puzzle quests (for e.g. group mates of different class and/or sex to activate mechanisms somewhere for a door to open to a secret boss / dungeon.), more alternative builds options (quite limiting at the moment though there's a few basic types) and a BETTER Chat system.
Just sharing thoughts.
Vegebeard (Warrior) on CROM
Vindonnus (Ranger) on CROM
-----------------------------------
Retired Ex-Leader of Seed and player of CROM
Once a SEED, Forever a SEED
Vindonnus (Ranger) on CROM
-----------------------------------
Retired Ex-Leader of Seed and player of CROM
Once a SEED, Forever a SEED