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Would you play a challenging server?

The customization is of Ownership.

I imagine a veteran player will own their own house (which you can build after buying a plot of land) with pets, and NPC family and/or maid and guards or servents, and a wardrobe filled with armors and weapons and rings and amulets that they have leveled up and customized. Along with a Rune Making Machine that you put in recipes and it will make runes (Similar to smelting iron in minecraft) so that every day when you log in, waking up from your bed, you can pick up what you have, and go collect more. Increasing your net-wealth.

Now if you want to know about actual combat customization.

Each weapon, shield, boots, ring, spellbook, or wand can have a huge number of spells or abilities on it.
For example, you could loot lets say a Sword can have Berserk on it, and a Wand of Vortex can have Heavy Magic Missile, a shield can have barrier, along with their attackspeed, passives, minAttack, maxAttack etc. And as you level up an item, you can increase the spell's minPower, OR maxPower, OR (decrease) the cooldown, or the actual item's stats (defense, armor, minAttack, maxAttack, maxHealth, etc).

So as you play, you will probably have multiple choices for items you will wear in different situations, maybe a Bow that has a Paralyze every 3rd shot passive when fighting melee-oriented monsters. Or maybe a spell that knocks targets back, or stuns them, or makes walls, or freezes them, or fears them away, etc.

The fun of the server is collecting items with spells and passives on them that work well together and are fun to use. Think of it almost like Pokemon, where there are tons of these collectables out there, each having their own unique and fun playstyles, and you can level them up and customize them to suit your playstyle.

You're really no longer making a tibia server, you're designing your own game which is awesome. It'll be interesting to see the outcome of this if/when you finish!
 
I was thinking about it and since you say theres going to be stealing etc, i think it would be a fantastic feature when someone builds there house by some chance you can get your items robbed by another player or something along those lines. So you would have to purchase your own dog that will protect your house or something, just thinking outside the box i think it would be really cool for something like this to happen. Also i have a question about mounts, will there be any mounts???
 
I was thinking about it and since you say theres going to be stealing etc, i think it would be a fantastic feature when someone builds there house by some chance you can get your items robbed by another player or something along those lines. So you would have to purchase your own dog that will protect your house or something, just thinking outside the box i think it would be really cool for something like this to happen. Also i have a question about mounts, will there be any mounts???

Well, as I've stated before there is no PZ, that includes player owned houses.

The way you will keep people out of your house is using a Key to lock your doors. You can also hire Maids, NPC gaurds, have NPC Family Memebers and maybe protection spells help protect your property. And you can also lock chests, dressers, wardrobes and other containers inside your house so people cannot open or move them. So it will make it harder, and take longer for an enemy to steal anything from you, as long as you locked up everything, even if they get in your house. (And if you have NPCs in your house, they can run away and call the Town Guard that there is a theif)
 
Honestly, this all sounds awesome, would definitely play a server like this.
 
Honestly, this all sounds awesome, would definitely play a server like this.

That's encouraging, I have had a bad feeling that people wouldn't like a challenging server, but so far there has only been a little disagreement about a few specific ideas.
 
That's encouraging, I have had a bad feeling that people wouldn't like a challenging server, but so far there has only been a little disagreement about a few specific ideas.

Yeah, honestly I love the idea's of having no protection zone at all and a possibility of people robbing your house (perhaps based on some lock-pick skill or plain luck), gives the game a whole new diminsion as in how you should protect yourself and your items.
Randomized quests also helps keeping the server fresh, the time limit is a way to keep it challenging.
I do believe that random monsters spawning in a certain spawn could work, as long as these monsters are at the same level of difficulty. It may however be annoying for people looking to hunt a certain monster, especially if said people do not have a lot of time to play per day.
I love the line-of-sight feature you've already showed, if this could work on monsters as well it would be awesome and give so many more opportunities & tactics for people to work with,
The survival gameplay is something people will have to get used to, but I do believe it is a fun feature to implement within a server (or nearly a new game actually, it's going so far from what we know to be 'Tibia').

I like how leveling isn't really as important on this server/game as it would be on most RPGs, yet you can differentiate yourself via equipment, reforge points and spells instead.
The thing that would amaze me the most is if you could actually have NPCs behave like they were actual 'people', as in going shopping, having their own houses, being able to be robbed, own a bank account, remember your conversations and so on. If this would work as you have described it earlier within a server based off of Tibia, it would kind of blow my mind.

Being able to befriend different types of 'tribes' or 'gangs' sounds like an awesome feature as well, having them work with or for you.

It's a lot to take in as this is the first time reading this thread, but I'll keep it in mind and try to follow this thread as much as possible & perhaps give some feedback if appreciated.

Wish you best of luck with it.
 
Yeah, honestly I love the idea's of having no protection zone at all and a possibility of people robbing your house (perhaps based on some lock-pick skill or plain luck), gives the game a whole new diminsion as in how you should protect yourself and your items.
Randomized quests also helps keeping the server fresh, the time limit is a way to keep it challenging.
I do believe that random monsters spawning in a certain spawn could work, as long as these monsters are at the same level of difficulty. It may however be annoying for people looking to hunt a certain monster, especially if said people do not have a lot of time to play per day.
I love the line-of-sight feature you've already showed, if this could work on monsters as well it would be awesome and give so many more opportunities & tactics for people to work with,
The survival gameplay is something people will have to get used to, but I do believe it is a fun feature to implement within a server (or nearly a new game actually, it's going so far from what we know to be 'Tibia').

I like how leveling isn't really as important on this server/game as it would be on most RPGs, yet you can differentiate yourself via equipment, reforge points and spells instead.
The thing that would amaze me the most is if you could actually have NPCs behave like they were actual 'people', as in going shopping, having their own houses, being able to be robbed, own a bank account, remember your conversations and so on. If this would work as you have described it earlier within a server based off of Tibia, it would kind of blow my mind.

Being able to befriend different types of 'tribes' or 'gangs' sounds like an awesome feature as well, having them work with or for you.

It's a lot to take in as this is the first time reading this thread, but I'll keep it in mind and try to follow this thread as much as possible & perhaps give some feedback if appreciated.

Wish you best of luck with it.

My thought process when making things on my server is COMPLETELY DIFFERENT than other developers. Because I don't think of it as a game, it's a Virtual World. That means, EVERYTHING has to make sense.

For example, imagine a quest where the king asks you to save the princess that was captured by Orcs.

Well, lets say two people are both doing the "Save the Princess" quest at the same time.

Once someone gets to the princess, and Asks her to follow them, that princess is NO LONGER there, she is following that player. So the 2nd person on that quest will get to the dungeon and the princess will be gone and all the orcs lying dead on the ground. So he then has a choices! He can give up "Someone already is doing this quest", he can help the other player "If I can convince him to let me join his party we can share the reward", or he can steal the quest "I can go kill that player doing the quest, and save the princess myself!".

THAT is how quests will be in my server, and THAT is also why they are random. Once the princess is saved, the princess of course can be captured again later (which will actually have to happen in reality, the orcs will have to attack the castle, and make it to the princess, and capture her, and you as a player can help defend the castle and be rewarded for it)

Also, there could be a time limit, maybe the Orcs have a ransom, (We will kill the princess by tomorrow if we do not receive 200k from the king" so if you do not finish the quest in time, the kingdom loses 200k, which could increase taxes, and all prices in that kingdom would rise, or they will have to fire some town guards, or give them weaker equipment, etc.

EVERYTHING changes when ANYTHING happens. You will affect the world, you can be it's greatest ally, its worst enemy, or just one of it's citizens, but what you do will matter.
 
My thought process when making things on my server is COMPLETELY DIFFERENT than other developers. Because I don't think of it as a game, it's a Virtual World. That means, EVERYTHING has to make sense.

For example, imagine a quest where the king asks you to save the princess that was captured by Orcs.

Well, lets say two people are both doing the "Save the Princess" quest at the same time.

Once someone gets to the princess, and Asks her to follow them, that princess is NO LONGER there, she is following that player. So the 2nd person on that quest will get to the dungeon and the princess will be gone and all the orcs lying dead on the ground. So he then has a choices! He can give up "Someone already is doing this quest", he can help the other player "If I can convince him to let me join his party we can share the reward", or he can steal the quest "I can go kill that player doing the quest, and save the princess myself!".

THAT is how quests will be in my server, and THAT is also why they are random. Once the princess is saved, the princess of course can be captured again later (which will actually have to happen in reality, the orcs will have to attack the castle, and make it to the princess, and capture her, and you as a player can help defend the castle and be rewarded for it)

Also, there could be a time limit, maybe the Orcs have a ransom, (We will kill the princess by tomorrow if we do not receive 200k from the king" so if you do not finish the quest in time, the kingdom loses 200k, which could increase taxes, and all prices in that kingdom would rise, or they will have to fire some town guards, or give them weaker equipment, etc.

EVERYTHING changes when ANYTHING happens. You will affect the world, you can be it's greatest ally, its worst enemy, or just one of it's citizens, but what you do will matter.

Well, it just keeps getting better 'n better. You got yourself atleast 1 player whenever this gets released, that's for sure.
 
Well, it just keeps getting better 'n better. You got yourself atleast 1 player whenever this gets released, that's for sure.

I'm glad someone agrees.

I was expecting more backlash. Like "It would be unfair if I went to the Orc Homeland, only to find out someone has already taken the princess!"

Or "If I forget to lock my house someone can come inside and steal stuff!? That is not good!"

Or Even "I have to eat food, and drink water, and even sleep to survive!? That is too hard!"
 
This looks really promising and i do hope it gets completed someday but it seems like an almost impossible job

good luck tho and i'll be definelty following this
 
I'm glad someone agrees.

I was expecting more backlash. Like "It would be unfair if I went to the Orc Homeland, only to find out someone has already taken the princess!"

Or "If I forget to lock my house someone can come inside and steal stuff!? That is not good!"

Or Even "I have to eat food, and drink water, and even sleep to survive!? That is too hard!"

If you can manage in real life, why wouldn't you be able to manage ingame? :)

The new dimension this brings is a fun thing, and more realistic in my opinion. Most servers you play on have you 'find' someone that has been captured in a cave, only to talk to him and have him remain in the cave even though you went there to free him from his capturers. Having a system like you are building just sounds like so much more fun, especially since players will have to interact with eachother even more, whether that be in a nice (party up and complete the quest together) or evil (rob someones house, kill him to take over his task of bringing someone home) way. You'll be able to give yourself the reputation that you want.
 
If you can manage in real life, why wouldn't you be able to manage ingame? :)

The new dimension this brings is a fun thing, and more realistic in my opinion. Most servers you play on have you 'find' someone that has been captured in a cave, only to talk to him and have him remain in the cave even though you went there to free him from his capturers. Having a system like you are building just sounds like so much more fun, especially since players will have to interact with eachother even more, whether that be in a nice (party up and complete the quest together) or evil (rob someones house, kill him to take over his task of bringing someone home) way. You'll be able to give yourself the reputation that you want.

Not only that, There are no reasons why players shouldn't compete.

If you are on the quest to save the princess, maybe the Bandits will have a quest to intercept you and capture the princess for their own ransom, or maybe you could side with the Orcs and defend the princess until the ransom is received.

Or maybe another kingdom wants you to help their prince rescue the princess, so the princess will fall in love with the prince from another kingdom and gain them higher royalty status in the future. But what if there was a player, trying to move up in the ranks and marry the princess himself, that single player would want to save the princess for his own reasons, not only the reward.

Why couldn't a player be the prince? Or a king? or own a shop where NPCs work? or be a well-known bandit or pirate or hero, or be an assassin, that no one knows their name, but you leave behind a "calling card" with an alias, taking claim for things you do in secret.

The goal is to give players the choice to do whatever they want, within reason. And I think it will make for some very interesting gameplay.
 
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I'm not sure if its been mentioned, but how are players supposed to obtain spells in the server, and are there going to be vocations?
 
I'm not sure if its been mentioned, but how are players supposed to obtain spells in the server, and are there going to be vocations?

No Vocations, Spells are linked to items.

So you could have a Spellbook of healing, a weapon with an attack spell, a shield with a defensive spell, boots with a movement spell, and I added an extra ring-slot so you can have 2 more spells.

So your spells will come from the items equipped in the following slots:
  • Left Hand
  • Right Hand
  • Arrow Slot (I call it the offhand slot)
  • Boots Slot
  • Left Ring Slot
  • Right Ring Slot
I also plan to have runes and one use spell scrolls.

So if you can imagine, you will have 6 spells, that you can customize to make your own "vocation".
And some impressive spells will be on two handed items (since they take up two slots).

The reason I did this was, I feel it gets boring using the same spells over and over again, and have to use them for every situation.
It is much more fun to collect spells, and items and build up your arsenal. Then be able to switch roles when needed.

You could have a friend that has amazing tank items, but if he doesn't log in for a week, any one of your friends could equip tanking spells and equipment and play the role of tank.
 
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It has been done! Monsters now have inventory.

~EVIL GENIUS LAUGH~ MUAHAHAHAHAHAHAHAHAHAHAHA
~FOLLOWED BY BR LAUGH~ BUARHAUAHAUAHAUHAHUAHA
 
Congratulations, you're a winner!

And now moveevents work on them.

Bandit Equips Armor ~~ and he gets the values of the armor, and the MoveEvent will give him any extra stats that armor has ^_^.

Now to add Inventory to NPCs!
 
And now moveevents work on them.

Bandit Equips Armor ~~ and he gets the values of the armor, and the MoveEvent will give him any extra stats that armor has ^_^.

Now to add Inventory to NPCs!
Is this just a project or will you actually host a server like this? I would love to play it lol.
 
Is this just a project or will you actually host a server like this? I would love to play it lol.

I'll host a server, it will be awhile before it is ready though.

When I have a Beta almost ready I'll make sure to let everyone know a few weeks in advance.
 
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