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Nelvara - Reset and Update Discussion

trollebror

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Hello community,
the Nelvara team are preparing for a total server reset. Before the reset will be executed the server will be placed in a beta stage. This allows both the Nelvara team and the players to test some new stuff out (that may or may not be bugged) and come with feedback.

This "new stuff" includes:
  • Equipment Enchantment system - Not only for weapons but for all equipment slots
    • Add new type: spell enchantment [x]
    • Add new enchantments of type spell (a reasonable amount)
  • Alchemy system - Alchemy is used for crafting/transmuting new items [x]
    • Add new alchemy recipes (a reasonable amount)
  • Mining and tree cutting - Will be used for material gathering that the alchemy recipes require [x]
  • New server rates (old was x2 all the way)
    • Experience:
      • 1-7: x19
      • 8-29: x9
      • 30-49: x7
      • 50-94: x6
      • 95-149: x5
      • 150-199: x3
      • 200-299: x2
      • 300+: x1
  • Various quest updates
  • Various NPC updates
  • Website updates
  • Map updates
  • General bug fixes
  • ...and more
This list will be updated.

The server will be reset and beta status removed when the tasks in the list above is finished. Please understand that the server may be unstable durning this period.

This is the perfect time for you to tell us about stuff that you would like to see to be added to Nelvara or things that you would like to see change, please leave a comment in this thread or in the feedback section on the Nelvara forum.

This thread will be used for feedback and discussions concerning the reset.
 
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I will try this ot after reset for sure :) Can you tell more about alchemy system?
 
I will try this ot after reset for sure :) Can you tell more about alchemy system?
The main reason of introducing the new profession/skill Alchemy is to allow players to craft (or as I would prefer to call it: transmute) equipment enchantment orbs. These orbs can then be used on equipment to apply the enchantment to it (with random quality).
Since enchantments can have different kinds of quality this opens up for some kind of material farming to be able to re-apply the same type of enchantment orb to a an item piece to achieve the best gear possible.

A full explanation of the system will be available in the near future at nelvara.com. :)
 
I think the most important thing is to give mages a little buff, not because I'm planning to play one, but because I'm really tired of losing all my tissues to Nana and his spellcasting friends crying all over the place. (Jokes aside though), they were a lot weaker than weapon reliant classes. Aside from that I'm really looking forward to the reset; I'll do what I can to help testing to speed it up.
 
I think the most important thing is to give mages a little buff, not because I'm planning to play one, but because I'm really tired of losing all my tissues to Nana and his spellcasting friends crying all over the place. (Jokes aside though), they were a lot weaker than weapon reliant classes. Aside from that I'm really looking forward to the reset; I'll do what I can to help testing to speed it up.
That's an issue we already have in mind! That unbalance between weapon reliant classes and non-weapon reliant was due to weapon enchants being a lot more useful to weapon classes, but with the rework right now it's possible to change how we deal with weapon enchants on wands, enchants on equipments and so on to make them affect spells instead of the wand/rod attack.

Knowing that, we would love to hear you guys' ideas on how we can balance it out. :)
 
I think the most important thing is to give mages a little buff, not because I'm planning to play one, but because I'm really tired of losing all my tissues to Nana and his spellcasting friends crying all over the place. (Jokes aside though), they were a lot weaker than weapon reliant classes. Aside from that I'm really looking forward to the reset; I'll do what I can to help testing to speed it up.
Some changes that we've done is that the damage calculation of all enchantments that is prefixed Elemental XXXX like Elemental Death or Elemental Ice is done individually depending on what vocation the player is. So for example, if you're a sorcerer or a druid the damage is calculated based on your magic level.
 
Some changes that we've done is that the damage calculation of all enchantments that is prefixed Elemental XXXX like Elemental Death or Elemental Ice is done individually depending on what vocation the player is. So for example, if you're a sorcerer or a druid the damage is calculated based on your magic level.

The problem with this is that it will just turn mages into glorified paladins. If I wanted to do ranged damage with mostly my weapon I'd play a paladin. Mages use spells, the wand is just that little auto damage you have and should not be modified in any way, shape or form if you ask me. Rather than that, I'd like to see unique wand/rod enchants that boost spell/rune damage(and/or healing) or something similar.
 
The problem with this is that it will just turn mages into glorified paladins. If I wanted to do ranged damage with mostly my weapon I'd play a paladin. Mages use spells, the wand is just that little auto damage you have and should not be modified in any way, shape or form if you ask me. Rather than that, I'd like to see unique wand/rod enchants that boost spell/rune damage(and/or healing) or something similar.
Very good feedback, you definitely have a point. I've thought about enchantments that improves specific spells. For example by getting the enchantment "exori mort enchantment" applied to your weapon, your spell exori mort would for example do more damage or on higher level of enchantment quality even increase the area of which the spell effects. This would create some cool spell specialization amongs characters.

Also, this would give the player a choice: improve casting spells (more mage-like), improve auto-swings (more battle mage-like) or little of both.
 
Very good feedback, you definitely have a point. I've thought about enchantments that improves specific spells. For example by getting the enchantment "exori mort enchantment" applied to your weapon, your spell exori mort would for example do more damage or on higher level of enchantment quality even increase the area of which the spell effects. This would create some cool spell specialization amongs characters.

Also, this would give the player a choice: improve casting spells (more mage-like), improve auto-swings (more battle mage-like) or little of both.
This could actually be really cool, would also make it really hard to get that one perfect weapon you want. However, there has to be something in there for runes aswell, otherwise runes would pretty much get forgotten.
It could also be hard to balance the spells you can get on the same weapon, Although limiting sorcerer spells to wands and druid spells do rods could fix some of that and make a whole bunch of new options for mages.
A possible enchant for runes could be, lets say you get "Avalanche" it could increase damage slightly and give a chance to not consume charges. On the other hand you don't want the mage enchants to spiral too far ahead so they get op compared to knight and paladins.
 
This could actually be really cool, would also make it really hard to get that one perfect weapon you want. However, there has to be something in there for runes aswell, otherwise runes would pretty much get forgotten.
It could also be hard to balance the spells you can get on the same weapon, Although limiting sorcerer spells to wands and druid spells do rods could fix some of that and make a whole bunch of new options for mages.
A possible enchant for runes could be, lets say you get "Avalanche" it could increase damage slightly and give a chance to not consume charges. On the other hand you don't want the mage enchants to spiral too far ahead so they get op compared to knight and paladins.
Why would you limit any enchantment to for example a wand?
The rune charge thing, excellent idea! :rolleyes:
Since you can get a maximum of 3 enchantment on each equipment piece (weapons included) it will force the player to choose between all the enchantments and go for a specialization of his liking.
 
Why would you limit any enchantment to for example a wand?
The rune charge thing, excellent idea! :rolleyes:
Since you can get a maximum of 3 enchantment on each equipment piece (weapons included) it will force the player to choose between all the enchantments and go for a specialization of his liking.
Was thinking about if you make spell enchants like you described it, it would suck to get for example "Exori moe ico" which is a druid only spell on a wand, so limiting that to only be available on rods would make tons of worthless enchants not able to roll on wands and the other way around for rods.
 
Was thinking about if you make spell enchants like you described it, it would suck to get for example "Exori moe ico" which is a druid only spell on a wand, so limiting that to only be available on rods would make tons of worthless enchants not able to roll on wands and the other way around for rods.
That would be pretty worthless indeed. So some spell enchantments would definitely be limited to specific weapon types.
 
I'm glad to see this becoming an actual thing. I saw that Elwyn was part of the staff for the Chaotic Server so I thought that Nelvara was given up on or at least put on delay, seems I was wrong. :)
I have to say that some of these features seem pretty awesome, but I'm still debating on whether or not I'll try it.

There are 3 main things I would like to see happen:
  1. I would absolutely love to see custom monsters. I have never really played Nelvara in the past and from what I know there are a few custom monsters such as an Esmeralda or multiple custom bosses BUT, as far as custom monsters go I don't really think there are any, or at least a very small amount. My reason for custom monsters is because the normal tibian monsters are worn out, old, and in general just plain boring monsters that have been around for years. Anyone who has a decent knowledge in Tibia will know what each monster can drop, how hard they hit, the expirence given, and so on.. I just can't seem to find any enjoyment in that. Like where is the adventure in that ?
2. Going from the custom monster topic, I would also love to see custom items. By this I mean actual custom items.. I know that there is an enchantment system (which looks really intersting) but that doesn't justify as a custom item. A custom item should be custom at the base, and no that doesn't mean you have to create custom sprites, but instead a different name, stats, and what drops it. How is there any pleasure in knowing what each monster is able to drop? The mentality of that just bores me because I already know where I can find each and every single weapon I would want. I just don't see the point.

3. My third thing obvious will tie into the rest of what I've mentioned and this is custom spells. Once again I'm not sure if there any custom spells, but if I recall I don't remeber there being any. This leads to the dull and repetive use of tibian spells that have been around for so long. You eventually hit that point where you end up using the same spell or set of spells for the rest of the game and I feel like that's lame.

There are so many amazing and custom features but it saddens me to see you are missing the most vitial custom aspects. :( I know that you are not very fond of custom monsters, spells, and items so the chances of my suggestions coming to life are slim to none. I still had to try though, as this is a dicussion thread where all suggestions are welcome! :)

About the enchantments, I find it funny because I was actually going to suggest that before I saw it posted on here. I think it's a really cool idea and will certainly add the customization mages need. What I noticed is that only weapons can be enchanted, but from what Elwyn said above "with the rework right now it's possible to change how we deal with weapon enchants on wands, enchants on equipments and so on to make them affect spells instead of the wand/rod attack"
Does that mean you will be able to enchant other equipment instead of just your weapon?
 
Update your website, and maybe find a layout that feet better a custom tibia server.
 
About the enchantments, I find it funny because I was actually going to suggest that before I saw it posted on here. I think it's a really cool idea and will certainly add the customization mages need. What I noticed is that only weapons can be enchanted, but from what Elwyn said above "with the rework right now it's possible to change how we deal with weapon enchants on wands, enchants on equipments and so on to make them affect spells instead of the wand/rod attack"
Does that mean you will be able to enchant other equipment instead of just your weapon?
Yep, any equipment can be enchanted now.
 
I'm glad to see this becoming an actual thing. I saw that Elwyn was part of the staff for the Chaotic Server so I thought that Nelvara was given up on or at least put on delay, seems I was wrong. :)
I have to say that some of these features seem pretty awesome, but I'm still debating on whether or not I'll try it.

There are 3 main things I would like to see happen:
  1. I would absolutely love to see custom monsters. I have never really played Nelvara in the past and from what I know there are a few custom monsters such as an Esmeralda or multiple custom bosses BUT, as far as custom monsters go I don't really think there are any, or at least a very small amount. My reason for custom monsters is because the normal tibian monsters are worn out, old, and in general just plain boring monsters that have been around for years. Anyone who has a decent knowledge in Tibia will know what each monster can drop, how hard they hit, the expirence given, and so on.. I just can't seem to find any enjoyment in that. Like where is the adventure in that ?
2. Going from the custom monster topic, I would also love to see custom items. By this I mean actual custom items.. I know that there is an enchantment system (which looks really intersting) but that doesn't justify as a custom item. A custom item should be custom at the base, and no that doesn't mean you have to create custom sprites, but instead a different name, stats, and what drops it. How is there any pleasure in knowing what each monster is able to drop? The mentality of that just bores me because I already know where I can find each and every single weapon I would want. I just don't see the point.

3. My third thing obvious will tie into the rest of what I've mentioned and this is custom spells. Once again I'm not sure if there any custom spells, but if I recall I don't remeber there being any. This leads to the dull and repetive use of tibian spells that have been around for so long. You eventually hit that point where you end up using the same spell or set of spells for the rest of the game and I feel like that's lame.

There are so many amazing and custom features but it saddens me to see you are missing the most vitial custom aspects. :( I know that you are not very fond of custom monsters, spells, and items so the chances of my suggestions coming to life are slim to none. I still had to try though, as this is a dicussion thread where all suggestions are welcome! :)

About the enchantments, I find it funny because I was actually going to suggest that before I saw it posted on here. I think it's a really cool idea and will certainly add the customization mages need. What I noticed is that only weapons can be enchanted, but from what Elwyn said above "with the rework right now it's possible to change how we deal with weapon enchants on wands, enchants on equipments and so on to make them affect spells instead of the wand/rod attack"
Does that mean you will be able to enchant other equipment instead of just your weapon?
You're wrong about one thing Zasranets, we do like custom monsters, items and spells. We would love to see these things be added to Nelvara. But the reason why we have not done this and rejected similar reuqests in the past is that it takes a lot of time to add it. I mean...you could have one member of the staff dedicated to ONLY doing custom monsters and still not be able to replace all the current standard monsters.

Update your website, and maybe find a layout that feet better a custom tibia server.
Noted man, it's maybe time to tibify the website a bit. :)
 
I actually think the EXP is brilliant, it's just what I was hoping for. The high exp at the beginning is perfect because before a lot of people would get discouraged at how slow it was.
They would end up quitting without giving the server a real shot.
I can sure say I did.. as soon as I killed a few rats and saw how little the exp was I didn't bother going farther.
The EXP stages now allow people to fly past all the boring low levels and more easily achieve those higher levels where the server is more fun and exciting.
We'll just have to see how it pans out. :)
 
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