I agree with Landoril. There is so much that if it was brought back it would be able to fill a big gap in content. Some could even be brought back with a few tweaks. Want to see the undead fire Titan again? Ok, bring it back but change the loot table so it doesn't drop darkflame anymore. Make it a ring boss in the sewers or something (God knows we need them). What about that big cloud monster from Beltane 2013? It was so cool! Put it in Stonevale and make it an xp boss instead of being part of a novelty weapon quest. There are so many things that OTM could do to easily fill gaps in content with very low effort
And if you don't want a zoo, you don't have to bring back *every* boss or monster. Just bring back the ones that make sense and will serve a purpose.
Re: The Evolution of CH
#25I'm going to start with possible options for variances to certain event quests.
1/ checkpoints ie must pass through so many check points in certain order to attain pieces required for item, once a checkpoint is passed its closed for one minute meaning person/s would be racing to go through first or within certain time period use of ley would reset quest, could even make it multiplayer race.
2/ something similar to the snowball one in Yule (add option for snowball fights in pvp
)
3/ random spawn areas for event boss (the search for spawn would add an element to the camping for lock battles especially.
4/ if must collect flowers/herbs add the ability to mix/combine them for variance to quest options, but like the bounty where it would be different requirement each time but something to figure out (could use anything existing that can be picked up as well as adding more etc.
Just couple ideas not saying all good ones but along these lines would add variance to some of the events rather than a new paint job
1/ checkpoints ie must pass through so many check points in certain order to attain pieces required for item, once a checkpoint is passed its closed for one minute meaning person/s would be racing to go through first or within certain time period use of ley would reset quest, could even make it multiplayer race.
2/ something similar to the snowball one in Yule (add option for snowball fights in pvp

3/ random spawn areas for event boss (the search for spawn would add an element to the camping for lock battles especially.
4/ if must collect flowers/herbs add the ability to mix/combine them for variance to quest options, but like the bounty where it would be different requirement each time but something to figure out (could use anything existing that can be picked up as well as adding more etc.
Just couple ideas not saying all good ones but along these lines would add variance to some of the events rather than a new paint job
Re: The Evolution of CH
#26Celtic Heroes 2012-2015 < Celtic heroes 2011Wouldn't it be great if the Undead Fire Titan and Giant Skeleton rule Dustwither Catacombs? or the Connacht bosses still roam Shalemont Ravine regularly?
What if Ythair settled in Crookback Hollow and took it for his own? Wouldn't it be awesome to see King Vorum take residency in Dunskieg Sewers. or brand new zones with summer and winter wyverns, spiderlords, etc.?
Years ago, events did not last for months. The first ever event Halloween 2011 lasted about 2 weeks. Christmas 2011 didn't last more than a few weeks.
However, In the last couple years, events have become more drawn out and more complex. Event content is now primarily designed to use up a lot of time like collecting thousands of quest items or very low drop rate of items so players have something to do for the entire duration.
I sometimes wonder if all the effort of redesigning Lir's Reach every event, creating all new items, mobs, quests were all redirected to making mini-expansions instead. CH would probably be three times its size by now. This game would have about 30 zones with bosses and more game content for players, old and new. across all levels
Do you think the seasonal event model has been good or bad to the evolution of CH?