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When it comes to an RPG Tibia Server, what do you expect?

What do you expect?

  • Thrilling Story Line

    Votes: 6 28.6%
  • Option to Explore instead of Quest

    Votes: 15 71.4%
  • Dungeons

    Votes: 9 42.9%
  • PvP

    Votes: 7 33.3%
  • PvE

    Votes: 13 61.9%

  • Total voters
    21

Extrodus

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Well, as the title states; I'm basically looking for feedback and ideas on what a majority of you "expect" a custom rpg server to be or prefer to be would be a better way of stating it.

Keep in mind, Aragon (the reason of discussion) is based of a Diablo 3/Destiny gameplay.
Unlocking locations, being able to teleport to them; Bosses/Dungeons/Magical I.

So when playing an "explore to progress" or "follow the questline" server, what keeps you excited to dive into another 10 minutes of game play?

Examples: Random Rewards, Bosses, Dungeons, PvP, anything that keeps you entertain really..

Regards,
Extrodus
 
More than stories, pve or pvp I want a fluid experience, complex storylines tend to make everything harder for the player, they force you to hold back on enjoying the space of a custom map, at least that's what I'm aiming on my proyect, stories need to be there, but you are the one that decides if you pick them up or not, my ideal is to be free to do as I please on the game, a good example of this is real tibia, even though there is story, you're free and do as you please, you go to whatever place you want and do the quests that you want, if you impose a history that the players need to follow it just locks them down, while also making them use only on voc because of the fear of needing to do everything again, at least, that's my opinion.
 
What I want out of an online RPG (not just Tibia or open Tibia):

1. Open world exploring.
My favourite thing to do in an RPG game is free form exploring. Just me,(and maybe a group of friends) exploring the world, and seeing where I can and can't go. I hate having the game itself guide me to where I should go, I want to explore and play on my own. I want to make mistakes on my own. I want the experience to be mine, made by the choices I decided to do in the game. I want to explore an area with some friends, see how far I can get, see what I can figure out, and sometimes to only to die 40 minutes later by an unexpected Giant Spider or Demon.

When games have too many tasks/missions/quests, or have level doors or portals, the game guides me too much, I don't feel like my input really matters or is being tested, I'm just following a path that was already set in stone for me to go, I'm just going through the motions.

I want to find another town because an NPC told me about some trade routes, and I went to exploring to find and follow the trade routes; not the NPC giving me a task to go to another town, and draws a marker on my minimap of where the town is. You're taking the experience away from me of finding it on my own, using my wits to progress.


2. Grand and epic quests

When I think of a quest, I don't think of a task to kill 20 dragons. I think of a grand journey, lasting months involving me putting information together from multiple sources, exploring the game world, and drawing conclusions off of vague notions on my own.

A good example of this would be PoI or the 10k quest. Sure today with the Wiki, it is completely spoiled, but without the wiki, these quests are grand quests that take weeks of information gathering, testing, exploring, and puzzle solving to complete. There is no single npc telling you what to do, you have to piece together information from npcs across the world, and even read some of the books found in the game. Figuring out the puzzles takes a lot of testing, and critical thinking to figure out. You have to go across the whole world gathering materials, and explore large portions of the maps to figure out where to go.

Then there is the actual combat you have to overcome in those quests, which isn't just about straight power, but also a balance of supplies, and figuring out the best way to minimize your supply usage.


3. Story/World building instead of chapter books

The story of an mmorpg to me is the actions I make in the game and the people I interact with. The game master should create a backdrop of a world and a theme that I play in and explore, not guide me by the hand through a chapter book. I'm not the hero of the world that is going to banish the demons back to hell and bring a new glorious revolution to the world. I am just another person living in the world, along many other people (players), I'm not any more special than the next guy walking by. The story should be of me finding a spider cave on my own and exploring, and going back to town to get more supplies so I can dig further into the cave, not some faery tale that I stand as a bystander to as the NPCs drop extreme text boxes on me that have no relevance to game play.


4. Character Building

I enjoy a game that allows me to min and max my character almost endlessly, keeping me going wanting to make my character 'better' and more complete. This doesn't always have to mean straight power, simply getting a better rope (less weight) so I can carry more supplies is a nice way to keep me playing, and continuing my desire to 'max' my characters capability.

Items themselves should reach a point in the game that isn't always about getting just 'bigger numbers' but rather about changing the way I play the game. The items should also make me weigh positives and negatives of items to create my own build; it shouldn't be a linear character building system, but rather a choice making system.

This applies to spells/skills as well. I should be limited in the amount I am allowed to know at a time, so I have to weigh my options against each other to build the 'best' character of my own design. It is up to the game master to make multiple 'viable' paths.

5. Item Management

I enjoy a game that makes me manage my supplies, and thoughtfully think out what I need for a task. What I may take with me to go explore a cyclops mountain, should be different than what I take to go PKing, or going on a 'long' quest that might take hours to complete.

Combat in it's purest raw form is never enough in an RPG to keep me entertained. I enjoy a game that integrates planning and management of supplies and equipment into combat itself.

6. Playing for keeps

I just can't play a game that has no death loss, or no open world pvp for long periods of time. I want to have the thrill that if I fuck up in the game, it's on me, and it's gonna hurt. And it will hurt the other players if I go over them. I don't even mind a game that uses a live system or permadeath system. This is what makes the game feel so fun, as I am invested in my character, I don't want to lose because I have real fears of what will happen if I do.

Take away the fear of dying, not playing for keeps, and the game turns into a game where I just kill myself off to 'teleport' back to town instead of walking.

7. Diverse hunting areas/game world

I enjoy a game world that allows and motivates players of varying levels to intermingle in the actual game world, rather than being segregated off into their own zones.

What I mean by this is, I prefer a hunting area that has 'layers' so it is possible for a level 20 to be there, and sometimes come across a level 60 there as well, as they might have to go deeper into the cave to reach where they want to be, or go to a specific area of the cave. This just makes the game feel more 'alive' and real, as I get to actually see people more further along in the game actually play in the game.


8. Integrated content instead of zoned out content

I like a game where a "quest" is woven into the game world itself where players play, mingle, hunt and explore, instead of being zoned off into it's own little area.

I want to be able to come across a quest while I was hunting, not be forced to go to a specific zone where no one else would ever go, unless they are doing that specific quest.

PoI and Orc Fort are good example of this, as I can actually hunt/play in the areas of the 'quest' even when I am not just doing the quest.

Korean mmos and WoW don't do this well in my opinion, as the dungeons/raids are zoned off in their own dimension outside of where the rest of the world is played, killing connectivity.


9. No double dipping gameplay

I don't enjoy being doubly rewarded for things I was already going to do. This is why I hate 'tasks' quests, as most of these tasks are things I was going to do on my own while exploring, or taking part of a grand quest. My reward for killing 20 dragons, should be the exp of the dragons, the drops of the dragons, and progress to the areas around where I killed them. I think it is just bad game design to reward me even further by having an NPC give me more experience, money, or items, from something I already was going to do anyway. It weakens the value of getting a reward in the game, it is no longer something special that I long to get, but rather something that is thrown at me constantly, with no actual intent to achieve.

Why should I get 20k for reaching level 50 in the game? My reward for getting level 50 is... the power boosts of being level 50. Leave it as that. If you want to reward me with something, make me work for it, not give me a reward for doing something I was going to do anyway. It kills the incentive and weakens the overall values of my actions, as I have been spoiled, and will not want to work hard for anything.



Long post as always, but I hope my ideas help out. My ideas, just as everyone elses, are never perfect, there is no perfect game out there, but I feel that these ideas would help separate a game from feeling 'the same' as many other games, and make it a more unique and memorable experience.
 
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if you impose a history that the players need to follow it just locks them down, while also making them use only on voc because of the fear of needing to do everything again, at least, that's my opinion.
Interesting problem.
However I think that's not the problem:
1. When player makes new character, they either just want to try it out or start a new over again with different play style.
Giving option to skip story, get free exp and items just doesn't sound right, just because they know it already.
2. Exploring story and doing quests are circulating between mostly between these questions: How?, Where? and Why?.
If you know all that, then you wont be spending much of your time on this part of game anyway.

@Sportacus , Once again you make nice list of point-outs. I agree with many of them expect few, where I give my opinion below.
When games have too many tasks/missions/quests, or have level doors or portals, the game guides me too much, I don't feel like my input really matters or is being tested, I'm just following a path that was already set in stone for me to go, I'm just going through the motions.
I think you are completely wrong here. Just because game has something to offer or gives you something extra to fullfill doesn't mean you are not being tested or it doesn't matter.
Quite the opposite.
Easy example:
There is table full of rubbish in room.
Task: clear the kitchen table.
In which case you would clear the table. With task or without a task?
Do you think its meaningless to clear the table, when there is task or there is not?

Missions and tasks are usually guides and hints what suggest things, what you can do.

9. No double dipping gameplay

I don't enjoy being doubly rewarded for things I was already going to do. This is why I hate 'tasks' quests, as most of these tasks are things I was going to do on my own while exploring, or taking part of a grand quest. My reward for killing 20 dragons, should be the exp of the dragons, the drops of the dragons, and progress to the areas around where I killed them. I think it is just bad game design to reward me even further by having an NPC give me more experience, money, or items, from something I already was going to do anyway. It weakens the value of getting a reward in the game, it is no longer something special that I long to get, but rather something that is thrown at me constantly, with no actual intent to achieve.

Why should I get 20k for reaching level 50 in the game? My reward for getting level 50 is... the power boosts of being level 50. Leave it as that. If you want to reward me with something, make me work for it, not give me a reward for doing something I was going to do anyway. It kills the incentive and weakens the overall values of my actions, as I have been spoiled, and will not want to work hard for anything.
Yes its feels rather heedless to reward same thing twice. However seeing where tibia comes from, it does make sense why lot of servers doing that.
However the fact you say that reward should be "that" is incorrect. The developer clearly wanted you to have double the amount of rewards. Instead of making the fight reward you like it was suppose to, they just did a "fix" which they called "task".
You say that it weakens the value of getting reward in the game. (prolly after the task) Its true, but you don't rly fight the same monster anyway, if there nothing to get from them anyway. So doesn't matter are you ging to fight dragons 20 time with task or without it. End result is still the same. When you got what you want. You are done. Once again its for developer to decide, does he want you to constantly want something from these dragons.
You say you wont work hard for anything again xD, that's bull. "task" was the thing you worked hard for. Next time the thing you work hard for will be "item" what is only dropped by specific monster. Yes you want to find the task first, but you are not gona wait for developer to add a task for it, just so you could get the double reward again.


What I'm trying to say with that is tasks are not bad things, just think trough how you implement them.
In Whi World I currently 2 types of tasks:
First is the commonly known kill x amount of monsters.

When players see that they can take a killing task, they will me notified, why are they doing it first place.
So don't make it about numbers. Give it a moral reason, its RPG afterall.
You can decide to show rewards what they get from tasks or not. I decided not to.

Now about rewards. When I first made tasks it was 9+ months ago, so I was pretty bad at coding and I use same mechanic ever since.
I wanted to make tasks give only 1 type of rewards what you get from nowhere else.
It was skillpoints. (in Whi World you don't get skills from hitting things, but instead placing skillpoints on talents, which give skill exp)
Yes I could loose the task all together and just give the player that skillpoint when he just kills the x amount of monsters. However I don't want to give players wrong impression that killing monster over and over again will constantly increase your skills. Besides I want players to interact with NPC's as often as possible, because they are part of your story.
In any case, what I wanted to say is: Give tasks an unique reward to increase the variety and that's it. (well I have reputation too, but not gona make it too complex xD)
If killing is the task, make the killing itself give its own rewards, so that player goes back killing even after task is done.

Secondly not so common task. Making player do something just for the sake of information.
There was a problem that figuring out potion or spice formulas was too hard.
I addressed that issue by making tasks for them.
Its quite simple. You show item to NPC and he hints you where you can find information about this item.
After you find the information, you already know part of the formula or maybe even full formula for something and you can choose to not go back to NPC and not tell him that.
However if you do tell NPC what you found out. You no longer have to chase hints to remind yourself of the formula.

So tasks are clever things and can be used for different reasons.
Just make sure it has purpose and meaning.
 
Hmm, I wouldn't really expect any of those things in particular. Not sure what to vote for. In my opinion, what you've listed should be basic features/attributes of any server, regardless of its focus or type: The storyline should support the quests, and the PVP/PVM experience should be balanced, while at the same time exhilarating. Not exactly sure what you mean by "Dungeons." Dungeons are nice, though. A nice map would supplement an RPG server. But again, that's just what I'd expect any custom RPG to have as a basic attribute.

Dig deeper. RPG goes beyond what you've listed. A lot of good information is posted above.

My $0.02. :p

Regards,
J.Dre
 
Interesting problem.
However I think that's not the problem:
1. When player makes new character, they either just want to try it out or start a new over again with different play style.
Giving option to skip story, get free exp and items just doesn't sound right, just because they know it already.
2. Exploring story and doing quests are circulating between mostly between these questions: How?, Where? and Why?.
If you know all that, then you wont be spending much of your time on this part of game anyway.
I was talking about the imposed storyline, one that you need to follow in order to advance, If I'm gonna play I don't want to be forced to do the same things over and over, leave it to single player games, like come on, it's an open world to explore but you can't do anything because raul has some rat problems. Think about rookgaard, forget about the magic of the rookstayer.
We want to get to main as quick as possible, I've passed rookgard like 26 times in cip's tibia, I got plenty of rookstayers, but I can say that after the third or fourth time it was unpleasant, now Imagine having to do this for all game long just to get to the point you wanted with your new voc, sure you can get out of rook easily, but now escale it to an entire game, feels disgusting right?
It's the same with the servers where you gotta do quests all day to access areas, a few quests are fun and entertaining, but when there's too many of them and you have to kill dragons till lvl 500 because all areas are blocked if you don't do the quests, making a new voc would be a pain in the ass, You gotta regain access all over again.

At least with the second problem I found 2 solutions, Increase the amount of spawns so people can choose to kill things or carrying a bottle of rum to a pirate that lives at the other side of the world to get access to water elementals. Or make account storages so when you unlocked a location with one of your characters you can use it with all the new characters you made, I've had a lot of sucess with account storages, people seem to like to do things just once.
 
@Sportacus

You're a developers dream.

Kind Regard,
Eldin.

Sportacus does have a lot of great ideas.

But the #1 problem in an MMORPG is making "Infinite content".
  1. Players will do everything 10x faster than what you'd expect.
    1. Have a huge map that will take a Year to explore? - It will be explored fully in 1 month
    2. Have a max level that will take 10 years to reach? - Players will reach it in 1 year.
    3. Have an item that will take 6 months to loot? - If players are unlucky, it could take 6 months, but if they loot it and know where it drops, your server will have many of this "super rare" item very quickly.
  2. If your puzzle is not randomized, or your quests do not change in some way, they will just become tasks.
    1. As sportacus stated, PoI and the Desert Quest was a real intellectual journey that took players working together and searching for hints and clues all over tibia. But once it was found out how to accomplish this quest, the journey is gone, and now players just "go through the motions"
    2. Have a quest with interesting monsters or challenges? - This will also become trivial, for example ANNI was a terrifying and interesting challenge, but now people know EXACTLY what you need to do to complete the quest. "This level, with these items, and do this and you win" Then you get that level, buy those items, and follow the instructions and get your quest item. (You can even see people asking in help-chat or game-chat for this information before doing a quest, What level should I Be? What items do I need? etc)
Making an MMORPG that offers exploring as a gameplay mechanic is only truly possible if there is often something more to explore. Unless we can design an algorithm that randomizes huge portions of the map every few weeks or months, players will finish the "Exploring" part of your server and start looking for new things to do.

This is why almost all MMORPGs focus on tasks you can (in theory) have fun repeating over and over. (Such as Dungeons)
Though I have my own issues with Dungeons (they also get repetitive and boring fast because of the way a lot of games make them).

I could go on all day about how MMORPGs encourage repetitive game design and slow progression, which in turn designers make repetitive tasks/quests/dungeons and infinite progression.
 
Sportacus does have a lot of great ideas.

But the #1 problem in an MMORPG is making "Infinite content".
  1. Players will do everything 10x faster than what you'd expect.
    1. Have a huge map that will take a Year to explore? - It will be explored fully in 1 month
    2. Have a max level that will take 10 years to reach? - Players will reach it in 1 year.
    3. Have an item that will take 6 months to loot? - If players are unlucky, it could take 6 months, but if they loot it and know where it drops, your server will have many of this "super rare" item very quickly.
  2. If your puzzle is not randomized, or your quests do not change in some way, they will just become tasks.
    1. As sportacus stated, PoI and the Desert Quest was a real intellectual journey that took players working together and searching for hints and clues all over tibia. But once it was found out how to accomplish this quest, the journey is gone, and now players just "go through the motions"
    2. Have a quest with interesting monsters or challenges? - This will also become trivial, for example ANNI was a terrifying and interesting challenge, but now people know EXACTLY what you need to do to complete the quest. "This level, with these items, and do this and you win" Then you get that level, buy those items, and follow the instructions and get your quest item. (You can even see people asking in help-chat or game-chat for this information before doing a quest, What level should I Be? What items do I need? etc)
Making an MMORPG that offers exploring as a gameplay mechanic is only truly possible if there is often something more to explore. Unless we can design an algorithm that randomizes huge portions of the map every few weeks or months, players will finish the "Exploring" part of your server and start looking for new things to do.

This is why almost all MMORPGs focus on tasks you can (in theory) have fun repeating over and over. (Such as Dungeons)
Though I have my own issues with Dungeons (they also get repetitive and boring fast because of the way a lot of games make them).

I could go on all day about how MMORPGs encourage repetitive game design and slow progression, which in turn designers make repetitive tasks/quests/dungeons and infinite progression.

Over the years of playing games, and studying them, there are two glaring take away notes that everyone needs to know, when trying to design a rpg or mmorpg.

1. Content has to change constantly/consistently to have real 'forever' replay ability.

At any point in time, I can go back to games like Rogue, Nethack or the games in the mystery dungeon series, and have actual real fun.

This is because in these games, the experience changes every single time I go and try to play these games. Sure the defining rules of the games are the same, but the actual in game experience is different every single time.

Based off of what I come across in the dungeon, could make the difference between getting to floor 10 hell on earth and near impossible, or a cake walk.

The amount of monsters I find, the difference between running into rats or umberhulks, finding a +5 long sword on floor 2 vs having to fight with a sling and rock all the way down into the pits of hell, coming across tons of shops vs having an uninhabited dungeon.. the list goes on for days, and creates a real unique experience that is both addicting and thrilling.

Since the dungeons layout and content is changed everytime I play, I have to adapt my playstyle to what I find in during that specific run.

This is why the more I research games, the more I believe that a game should be a mixture of 'procedural generated' content and 'hand made' content. I personally believe that for an MMORPG, that the landscape of the game doesn't have to change on every visit, but either after a fairly decent large chunk of time, or after a significant event, such as killing a 'world boss'.



2. You have to live in the moment

Most games will not remain entertaining forever, and have a shelf life.

Also some of the experiences will be something that can only be experienced in that period in time.

Going back to talking about PoI, or Desert Quest, or even Blue Legs Quests, figuring out these quests were an extreme challenge, and the mystery behind them was intriguing. In regards of the blue legs quest, I actually stayed up for days on end playing with a couple friends in ventrilo figuring out the quest when it was first released in the update. Finding the pieces to the amulet was a huge task in itself, and handing it over to the cyclops wasn't the easiest thing to figure out to do. Today, when people do that quest, they find getting the pieces of the amulet to just be a stupid run around chore, because they are following it step by step in the wiki.

And I can't blame that for them, because
1. The mystery is gone for the quest.
2. The reward for the quest is now well known, and apart of the 'progress' of the game itself.
3. To remain competitive with other players, they can't logically spend the huge amount of man hours to piece together these things without a walkthrough.
4. It is near impossible to exist in the game without parts of the quest being spoiled for you

Even with a walkthrough, an overprepared and overpowered guild with experience with the quest, PoI STILL takes hours upon hours to finish, and will have a few unexpected casualties.

To expect your average player, to have to go through these styles of quests blindly, like they were originally done, is locking them months, if not years behind other players. Some people will do it for the pure love of 'adventuring', but in reality, the real reason why some of us got to experience the whole feeling involved with these quests is because we were there at the right time.

I wasn't there at the right time to experience the Demon Hunter quest fully, and I will never get the real feeling of that quest because it has been spoiled and beaten for me. It is just something you can not recreate.



This is why I believe that for a game to reach it's full potential as an 'adventure', part, if not most of the experience has to be randomized and generated
 
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Over the years of playing games, and studying them, there are two glaring take away notes that everyone needs to know, when trying to design a rpg or mmorpg.

1. Content has to change constantly/consistently to have real 'forever' replay ability.

At any point in time, I can go back to games like Rogue, Nethack or the games in the mystery dungeon series, and have actual real fun.

This is because in these games, the experience changes every single time I go and try to play these games. Sure the defining rules of the games are the same, but the actual in game experience is different every single time.

Based off of what I come across in the dungeon, could make the difference between getting to floor 10 hell on earth and near impossible, or a cake walk.

The amount of monsters I find, the difference between running into rats or umberhulks, finding a +5 long sword on floor 2 vs having to fight with a sling and rock all the way down into the pits of hell, coming across tons of shops vs having an uninhabited dungeon.. the list goes on for days, and creates a real unique experience that is both addicting and thrilling.

Since the dungeons layout and content is changed everytime I play, I have to adapt my playstyle to what I find in during that specific run.

This is why the more I research games, the more I believe that a game should be a mixture of 'procedural generated' content and 'hand made' content. I personally believe that for an MMORPG, that the landscape of the game doesn't have to change on every visit, but either after a fairly decent large chunk of time, or after a significant event, such as killing a 'world boss'.



2. You have to live in the moment

Most games will not remain entertaining forever, and have a shelf life.

Also some of the experiences will be something that can only be experienced in that period in time.

Going back to talking about PoI, or Desert Quest, or even Blue Legs Quests, figuring out these quests were an extreme challenge, and the mystery behind them was intriguing. In regards of the blue legs quest, I actually stayed up for days on end playing with a couple friends in ventrilo figuring out the quest when it was first released in the update. Finding the pieces to the amulet was a huge task in itself, and handing it over to the cyclops wasn't the easiest thing to figure out to do. Today, when people do that quest, they find getting the pieces of the amulet to just be a stupid run around chore, because they are following it step by step in the wiki.

And I can't blame that for them, because
1. The mystery is gone for the quest.
2. The reward for the quest is now well known, and apart of the 'progress' of the game itself.
3. To remain competitive with other players, they can't logically spend the huge amount of man hours to piece together these things without a walkthrough.
4. It is near impossible to exist in the game without parts of the quest being spoiled for you

Even with a walkthrough, an overprepared and overpowered guild with experience with the quest, PoI STILL takes hours upon hours to finish, and will have a few unexpected casualties.

To expect your average player, to have to go through these styles of quests blindly, like they were originally done, is locking them months, if not years behind other players. Some people will do it for the pure love of 'adventuring', but in reality, the real reason why some of us got to experience the whole feeling involved with these quests is because we were there at the right time.

I wasn't there at the right time to experience the Demon Hunter quest fully, and I will never get the real feeling of that quest because it has been spoiled and beaten for me. It is just something you can not recreate.



This is why I believe that for a game to reach it's full potential as an 'adventure', part, if not most of the experience has to be randomized and generated

Well said,

Randomization is key in MMORPGs.

You cannot create infinite content, you can't even create a lot of content. You will be able to honestly create VERY LITTLE content.
But if you can make it fun to repeat this content, then you have a start.

Since the OP says they are making a Diablo 3/Destiny style gameplay. I can say a few things.

Diablo does have Map, and Monster randomization. They tried very hard to make this game repeatable multiple times for players.
Destiny does not. Destiny is 100% the same every time you go through a level. (Except for random boss raids/invasions in some open-world areas)

I found after I did a map a few times on Destiny I was done, but it is much more interesting to run a map if it is randomized, and unexpected things happen like on Diablo/PoE etc.

It isn't easy to randomize maps on OTs, but you don't need to. OT Maps can be huge and it is kind of fun to know where things are. So small changes count as big changes.

If one day you map in an update that a bridge breaks and you add a hidden path or quest to get around it, that changes a lot.
Any player that travels that way, will encounter a broken bridge now, and will have to find a way around it. Now yes they might ask in game-chat where the way around it is, but it still requires them to change how they play. Which can make things interesting.
 
@Flatlander , the biggest issues regarding bigger quests on real tibia are TibiaWiki's and Real Map OTs, people don't need to ask experienced players any longer, they just follow the "how to".

About to read the rest tomorrow, time to hit the pillow! :)

Kind Regards,
Eldin.
 
The best way to add "randomization" to otservers is adding world changes, It's thinks it's a few of the good ideas cip has had in a while, it's a safe way to let players affect the world, you can make them do x thing to be able to do a quest for a while, spawn bosses, options are unlimited, you can use them to make a lot of content as long as you inform the players that there's the possibility to change the world.
 
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