Celtic Heroes

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

Re: iOS 12 compatability

#11
Other than lack of complete iPhoneX compatibility iOS 12 works perfectly for me. Unfortunately can't play CH much for long periods of time as the reduced screen display makes it physically painful to press the buttons for skills and movement due to having to reach at weird wrist angles, but from my limited playtime for BT and occasional gele kill I've seen 0 issues thus far.
Feel free to pm me about anything or talk to me in game :D
Bob The God
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Former EG try hard who’s now relaxing midgame on crom.
Fire Mages are where its at

Re: iOS 12 compatability

#12
Other than lack of complete iPhoneX compatibility iOS 12 works perfectly for me. Unfortunately can't play CH much for long periods of time as the reduced screen display makes it physically painful to press the buttons for skills and movement due to having to reach at weird wrist angles, but from my limited playtime for BT and occasional gele kill I've seen 0 issues thus far.
Agree.

Even a lot of the small indie games I have beta tested for the last two weeks have been formatted for the new phones. The X has been out for a year now, so not really new and the XS series are a week post release.
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Re: iOS 12 compatability

#13
Other than lack of complete iPhoneX compatibility iOS 12 works perfectly for me. Unfortunately can't play CH much for long periods of time as the reduced screen display makes it physically painful to press the buttons for skills and movement due to having to reach at weird wrist angles, but from my limited playtime for BT and occasional gele kill I've seen 0 issues thus far.
Agree.

Even a lot of the small indie games I have beta tested for the last two weeks have been formatted for the new phones. The X has been out for a year now, so not really new and the XS series are a week post release.
It’s been stated 14522522x we will have X support with the new unity build , it’s not VRs fault OTM left it 4 years no upgrade

Re: iOS 12 compatability

#14
Other than lack of complete iPhoneX compatibility iOS 12 works perfectly for me. Unfortunately can't play CH much for long periods of time as the reduced screen display makes it physically painful to press the buttons for skills and movement due to having to reach at weird wrist angles, but from my limited playtime for BT and occasional gele kill I've seen 0 issues thus far.
Agree.

Even a lot of the small indie games I have beta tested for the last two weeks have been formatted for the new phones. The X has been out for a year now, so not really new and the XS series are a week post release.
It’s been stated 14522522x we will have X support with the new unity build , it’s not VRs fault OTM left it 4 years no upgrade
OTM and VR are owned by same person, as far as I can tell the fault is still there. Regardless, if an indie app can refig their app for Iphone X compatibility in 1-2 months, why can't a team of programmers do it?

Vr says they are working on it and that's fine, I just won't be able to play until its fixed and that's that.
Feel free to pm me about anything or talk to me in game :D
Bob The God
This Bob guy is a guide? Legitimately?
Former EG try hard who’s now relaxing midgame on crom.
Fire Mages are where its at

Re: iOS 12 compatability

#15

Agree.

Even a lot of the small indie games I have beta tested for the last two weeks have been formatted for the new phones. The X has been out for a year now, so not really new and the XS series are a week post release.
It’s been stated 14522522x we will have X support with the new unity build , it’s not VRs fault OTM left it 4 years no upgrade
OTM and VR are owned by same person, as far as I can tell the fault is still there. Regardless, if an indie app can refig their app for Iphone X compatibility in 1-2 months, why can't a team of programmers do it?

Vr says they are working on it and that's fine, I just won't be able to play until its fixed and that's that.
an indie app has knowledge of their code and has the version just behind the latest

we have a team who hasn't worked on the same code and has 4 years of new content of unity

also being owned by the same due literally changes nothing. don't see your point there.

Re: iOS 12 compatability

#16

It’s been stated 14522522x we will have X support with the new unity build , it’s not VRs fault OTM left it 4 years no upgrade
OTM and VR are owned by same person, as far as I can tell the fault is still there. Regardless, if an indie app can refig their app for Iphone X compatibility in 1-2 months, why can't a team of programmers do it?

Vr says they are working on it and that's fine, I just won't be able to play until its fixed and that's that.
an indie app has knowledge of their code and has the version just behind the latest

we have a team who hasn't worked on the same code and has 4 years of new content of unity

also being owned by the same due literally changes nothing. don't see your point there.
Not to mention the fact that there's a bit of a difference between an indie app, and the relative behemoth that is Celtic Heroes. I'll bet that upgrading the engine itself is pretty straightforward...the hard part is finding what breaks in the upgrade, and figuring out a way to fix it so that the change isn't noticeable to players. It would take a lot less time to do that in an indie app with pretty straightforward content, vs CH, with all its effects, animations, models, collisions, etc.
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Re: iOS 12 compatability

#17
an indie app has knowledge of their code and has the version just behind the latest

we have a team who hasn't worked on the same code and has 4 years of new content of unity

also being owned by the same due literally changes nothing. don't see your point there.
This is fault of the owner of VR/OTM for not properly transitioning to a new team, it doesn't remove fault, if anything I would argue it increases the fault. If there are issues that need to be addressed quickly, and you are switching teams because of issues with the old one, you don't make the issues worse by adding in a long learning curve, instead you transition...
Not saying it's any one's or any team's fault at VR, they haven't been here long and got flung into the middle of the issues and are trying, or so they say and so we hope, to make the best of it and work to get the fixes we need.

The comparison to the indie app was that a small app development is able to better understand and prioritize changes and developments, and understand that compatability comes before content, while the management of CH seems to think that they can flush out issues from old formulas and lack of compatibility with mini events and new small content. I say seem to think because for those of us frustrated, that is the rationalization we make, while it may be all possible that they just don't realize that compatibility and underlying structural changes are paramount to events and new content which is also a likely rationalization for what is going on, just not as optimistic as one.
Idk whats going on inside VR, even when we had Muldar we only heard what OTM wanted us to hear, and same could be true now, it's impossible to say one way or the other. Same person is in charge at the top, so it should be understandable for it to be hard to give the new team a completely new clean slate past general optimism for changes that would soon fade if changes don't actually occur.
Not to mention the fact that there's a bit of a difference between an indie app, and the relative behemoth that is Celtic Heroes. I'll bet that upgrading the engine itself is pretty straightforward...the hard part is finding what breaks in the upgrade, and figuring out a way to fix it so that the change isn't noticeable to players. It would take a lot less time to do that in an indie app with pretty straightforward content, vs CH, with all its effects, animations, models, collisions, etc.
Agreed, which is why indie apps updated in weeks to a month or two max, if at all, the smaller apps that only expected to survive for a month or two didn't bother for logical reasons. CH however has gone much longer than could be reasonably expected. Most of that time is due to OTM lying and putting it off, and as a result it can't be entirely pinned onto VR, as they have to start from scratch... nonetheless, it has been a few months, and from what I have seen no clear progress has been made.


I gave up on the game, I was frustrated for a while but I gave up with that and just walked away, CH wasn't worth managing frustration over... Imo if VR wants to win back people like myself they need to fix the basic mechanics and compatibility features of the game. Starting with basic device compatibility, then move on to formulaic level rewrites, specific for damage and skill formulas, then specific skill functions (ex: DOT stacking among other small skill formulaic and structural changes that impact gameplay past one class or game style), and then they can get to horizontal upgrades that improve existing infrastructure that hasn't been updated to follow increased device capacity (ex: PVP), and then lastly they need to expand horizontal game play at each level range so that way the game isn't so tiring and just a straight vertical climb.
So ya... I get it's a lot, but they can't wait until its all done to release each part. I'm struggling to see how basic device compatibility, something so basic (in terms of priority to something being usable), hasn't been released, and even so more that there have been no timetable estimates for it...

Like I said, I'm done being frustrated, if VR changes and fixes things maybe I'll play again, but otherwise it isn't worth the time to push for the changes past commenting on existing forum threads once in a while when I get bored in class.
Feel free to pm me about anything or talk to me in game :D
Bob The God
This Bob guy is a guide? Legitimately?
Former EG try hard who’s now relaxing midgame on crom.
Fire Mages are where its at

Re: iOS 12 compatability

#18
Yes I’m sure it is not an easy task, but just look at the profits made in the past 12-15 months from plat sales, this should be an incentive to get the game updated.
This also should be held over their heads to say shame on you the owner the creator for not updating much sooner.

It sounds like I am saying the same thing over and over but the truth is nothing has been done even though we were told it was going to be and that it was actually being done.
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Re: iOS 12 compatability

#19
It will most likely be included with the Unity Update, if not sooner.

Can you tell me what issues you are experiencing playing Celtic Heroes on iOS 12 (be sure to include your phone model)?
Considerably smaller keyboard in game.
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Re: iOS 12 compatability

#20
Other than lack of complete iPhoneX compatibility iOS 12 works perfectly for me. Unfortunately can't play CH much for long periods of time as the reduced screen display makes it physically painful to press the buttons for skills and movement due to having to reach at weird wrist angles, but from my limited playtime for BT and occasional gele kill I've seen 0 issues thus far.
Agree.

Even a lot of the small indie games I have beta tested for the last two weeks have been formatted for the new phones. The X has been out for a year now, so not really new and the XS series are a week post release.
It’s been stated 14522522x we will have X support with the new unity build , it’s not VRs fault OTM left it 4 years no upgrade
GOT EM!!! Lol im starting to like vr much more, #stillLoveMuldar
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