Server was ruined when HMM were nerfed.
The Heavy Magic Missile was never ment to be as over powered as it was, I do realise that it was "fun" as it was as good as an SD.
The misstake was mine from the start, as the HMM shoots 5 Times, it was ment to reduce it by 5 to take the same damage but have a cool effect.
I messed up the numbers and improved each shot instead of decreasing it. I first realised that the damage was wrong when people complained about it, they got PKed by HMMs.
Once I changed it for the real damage, some people started to complain instead and "The Best Server" turned into "The Worst Server" according to them. How is that even possible?
I don't know if your smoking some good shit or what. Like do you ever play your own OT's before making these systems, or even attempt to try it and find logic behind it. What do you expect a mage to do with these fucking mana potions healing over time. I have 370 HP. I can get maxed by almost 60% of the monsters in the game. I HAVE to use utamo vita and using a NORMAL MANA POTION would be fucking nice. Im basically dead every single time I use utamo vita, because these potions heal for nothing and it takes a second to kick in and by then they already fucked me up and if I dont have utamo vita on, im dead anyways.
All you have to do is delete your goddamn healing over time system.
I don't know if you implemented cause you thought it was cool or unique or something but it's terrible. Yeah you can heal more if you're a knight and use a health potion and UH rune, but now that means you gotta buy double the fucking supplies. You got to have 300 uh runes and 300 health potions. Making profit is already hard as fuck since you can't sell shit and mages / paladins aren't able to do that. And even if you implemented mana runes, (which would be stupid) a mage won't have enough cap to carry all that.
And to top it off, this pvp system with frags couldn't be worse. My whole team is black skull / redskull after 5mins of waring. How do you expect people to play a low rate rpg server without pvp'ing. We were forced to fight our way out, and all ended up getting redskull. Then they kept attacking us, we eventually had to attack back, got another frag and blackskull. Once your blackskull, you can't even attack people and they do double damage, and we died lol.
This server has so many flaws, it's just gross.
Im sorry, I don't smoke so you can keep that to yourself. I do try my systems, but alot is also hard to balance and try in a low scale. I admit that a Beta could have been hold and that alot didn't turn out like it should have, as well as alot turned out great. I might be abit to serious for most kids playing, but I don't like the sick style OT and Tibia became. A Mage SHOULD NOT use a simple Utamo Vita as a basic playstyle while hunting bigger monsters, A MAGE should either be sick rich todo it or have a blocker. They should however own in DPS compared to the other classes and therefor be dangerous. That is my oppinion and what im going for. The Mana Potions only becomes a problem if you use a Mana Shield as standard so therefor I see no problem in this case. I could ofcourse higher the amount of mana given per time from the Mana Potions in-case its not mana shield related. Please don't forget that the lvl 50 and 80 potions from real tibia has been lowered to lvl 25 and 50 while I kept the total healing amount, means you get more then real tibia.
I could delete the healing system, but so far, almost no one used it for real, the most people are lazy and use the potions without combining them with runes. Runes and Potions got their own Exhaust time so you can use them both at the same time! Its called tactics and gaming skills. If thats been tested and aren't working, I'll have to look into it. The only complain I got about the healing system has been that the potions delays half a second/a second Before the first heal kicks in, that can be devestating, but why don't you use the direct heal runes then? You must realise that its hard for me to improve in a second whe I haven't been getting any real complain about the systems actual use. What I get is some raging on the forums, why not simply tell me?
The Healing System was created to add gaming skills into tibia once again instead of "Healing Pot, Spell, Healing Pot, Spell", I won't support that kind of playing, im sorry. The Mana Potions came with it due to people imagined they could play a mage with high dps and mana shield as protector "Mana Potion, SD, Mana Potion, SD", thats not skills, its "The highest lvl wins". When I read your comment, I actually see some light shining through it,
"Making profit is already hard as fuck since you can't sell shit and mages / paladins aren't able to do that. And even if you implemented mana runes, (which would be stupid) a mage won't have enough cap to carry all that" Now we're getting somewhere, thank you!
I didn't know it was that hard to make Money (even if I wanted an okey economy instead of everyone shooting SDs at Everything). I also didn't know the Potions + Runes combo was needed 24/7 and no people can't afford it. Again, talk to me!
Your last line is about the PvP System, this is also something I would like to hear more about. I Believe my PvP system had a part in that, but the main reason seem to be that you got to many frags as real tibia black skulls makes more then my system does (unless something happend that I missed). What I could change is ofcourse the frag decrease time as well as raise the amount to get red/black skulled. Your entire team got black skulls? How did you manage to "Have to fight back" and all got 6 frags each? If you fight back, you attack someone with a skull, that means no skull for you? Really? That bad? I guess I wont be seeing you more then.
The PVP system needs fixed asap, It's easy to exploit & the initiator will always come out black skull because the person you kill can always come back, because there is no god damn penalty, you've actually successfully made a PVP-system worse than RealTibia.
I personally think the whole death/loss/pvp area is flawed, blessings are some what useless because you never lose your backpack anyway & they're way too expensive to be getting just to hold down levels, I died twice by Demons yesterday, and took my level back easy & then pushed right through from 56-60 even after dying twice, could you imagine the cost if I was actually blessing?
-This whole area needs a revamp, I would post what I think it should be, but I'm an old schooler & think that the old system was more or less perfect, I know a lot of people who currently play Tibia now think that the oldschool system was way to harsh, regardless it needs worked on.
For a quick fix, take the black skull out, just remove it, it's counter productive & it always has been.
Oh & turn off the +10% -10% for attacking higher & lower players, this is the shittest thing, why should people be punished for being higher level than some retard that attacks them, are you serious?
I could absolutely have a look at the PvP System, but if someone come back and attack you, they get skulled (yellow) and you can kill them (defend yourself) without getting any penalty yourself? Im really sorry if this doesn't work the way it should, I trusted the server from real tibia systems there, might be a bug in TFS 1.0 unless I missunderstood something or missed some facts.
The blessings are ment to be really expensive (even if they might be abit to expensive now), I wanted to remove them entirely but kept them as an option. If you die and loose your backpack and EQ, you get angry. If you don't loose it, you gotta loose something. I decided to make a 5% Skill and Exp loss "Permanent" instead of 10% like real tibia and buy it off completely. A Death should Always hurt, why should you hate Death unless it hurts? I can see that 2 problems are shown, one is that I didn't inform you well enough: ITS NOT REAL TIBIA. The Second is that you still Think its real tibia, so again, ITS NOT REAL TIBIA.
Im actaully an oldschooler myself, the tibia kids that we see today would quit directly if a 10% Skill/Exp Loss, 100% BP Loss and 1-2 EQ items Always was lost, thats oldschool.
I could agree that the red/black skull is destroying a few things, but I Believe a good system can be made with them in use. A person should never be able to kill everyone without getting anything against him if he gots the Power, thats Always been to wrong in tibia. The did handle it wrong and Im trying to improve it, please bring suggestions if you don't like my system.
Last but important, the +/- 10% for lvl diff is important due the fact that LVLS SHOULD NOT BE THE ONLY WINNING FACTOR. That % is one step of the line that im going for.
LvLs should give you a Higher Speed, More HP and More Mana as well as more Cap. As you're higher lvl, you probably get better Equipment and Skills.
By doing a few Changes we'll help players with gaming skilled as well as combined eq, sockets and good skills to have a better chance, thats a PvP system and how it should be made.