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[France] [7.4] Realistic-War - ONLINE

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wait untill zaras is back before you open this again, im sure he would like to hit the highscores again =)
 
Like Nightingale wrote earlier:
1. Speed boost at level 30 (or starting level at 31 which probably is much easier to make).
2. Events (eg. last man standing, two teams fighting) to attract new players and make them feel welcome in the community.
3. A third map-rotation, maybe Rookgaard (see other map suggestions from hsaN and other players 2 pages back). It is necessary though that there is both open spaces with elevation spots/roofs etc as well as narrow spots to enable solo and teamplay.
4. Cancel invisibility spell for druids as well (this is a minor change that probably won't affect the balance between druids and sorcerers noteably).
5. Add in offensive items in quests to choose from, items providing maybe 2-3 extra magic levels, or just adding 10~ extra damage to eg. physical attacks (which is avg. sd-reduce using the current horned helm + red robe at level 30, if I recall correctly). Adding magic levels might be too overpowered, since it would affect all spells, but maybe adding +2 magic level would be somewhat equivalent to the defense qualities of the current items. This will enable players to choose from an offensive, defensive or hybrid character which makes the game even more dynamic.

Also:
6. Level cap of 35 so that highly skilled players don't get even more advantage over new players/less skilled players.
7. Druids getting magic level 42 (maybe even 43, but then two druids would 2 sd-hit you almost everytime, so maybe 42 is more reasonable).

And the drastic change:
8. No magic shield, just e-ring :) Choose between speed-boost or mana shield. It will make the game more dynamic with players using e-ring tricks and make the game more intense. It will reduce the effect of players using "re-use" on mana fluids (I read it's common and hard (?)) to detect on warpolis forum, don't know what your opinion is about this.

Extra (I'm not sure about how I feel about this one, could be nice, could also be really annoying):
9. Adding a drunk rune for sorcerers (then a dwarven ring must be added also). This would be somewhat equivalent to the druids paralyze rune, costing mana to be used. If hit, it will make the target heavily drunk for a few seconds (maybe 3-5 seconds maximum). It would need to cost a lot of mana (like the paralyze rune - 600 or whatever it is) so that this is used seldomly. This is countered by a dwarven ring.

@Kaspar:
The thing with knights and paladins is, they already got their high hp already, you can't have high hp and damage at the same time - then everyone would play that "hybrid"-vocation. We also have to keep in mind that they both do passive damage without the need to aim (melee and bolts).

1. If paladins were to have some type of damage-enhancing attack, it would need some drastic side-effect eg. +25% physical attack, -33% physical defense, lasting 4-5 seconds. I'm not sure about the stats here, but the stats would be adapted to enabling two paladins to (if very lucky) combo (2 power bolts + 2 sd) ~300 (and thus kill a level 31 mage) and at the same time making them as weak as a mage basically. The spell would need to cost a lot of mana so that they can't be saved by full mana + e-ring.

2. Knights could have some type of stronger exori, with strong side-effects eg. 'exori gran' (making a knight deal 100-150~ damage, this would allow two knights (or knight + mage/paladin using spell) (if well-timed and lucky hit) to melee + exori gran combo a level 31 mage. This would make the knight completely exhausted for two rounds - basically a kamikaze weapon used in safe situations, kinda like it is for mages when choosing between shooting another SD or heal with UH.
 
PvP-E exhaust rules: all rune shots stacking like runes do after uh, mf. It feels great to have your next sd aimed before the previous one has hit!
Action delays: I know you tried this for a few days last year and everyone hated it. Now with Dennis' real files out there, I assume you can improve it. Honestly, without some of that it's just spamots. Making it a little harder to shoot/swap rings while running is gonna be more fun in the long run.

The exhaust on sd (or runes in general) is necessary to reduce the effect of botting. Also it would be extremely hard to survive a trap by 2 mages. At this point you have a possibility to survive combing mana fluid + uh. You will have to use your mouse twice as fast as the two guys sding you though, which makes more room for error in your hands - which is good - making you die eventually if you get stressed enough and miss a mana fluid/uh.

I deeply disagree with action delays. This server is smooth as fuck and has always been smooth what I can remember. I really hope it stays this way. The action delays other servers have makes it feels like the server is lagging a lot.
 
As I mentioned previously we have to think how to attract server to new players. Its the most important thing. I think its the reason why last edition was dieing. There were only pro and semi pro players. If some newbie entered sewers he was instantly killed over and over which resulted in his quick quit.
Vocations and gameplay was perfectly balanced imo. About maps I'd say to add 2h thais - 1h greenshore - 2h thais - 1h rookgard? examplery, also mentioned it once.
Maybe we can add 'weekly highscores' so few best players will be named '[TOP1] Nickname' once a week? Such rank won't disappear after death but will be reseted daily or weekly up to you.

Few more little things:
extend utevo lux light range
make bps not close in case of death
improve somehow cam/mouse recorder
 
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  1. Level 31 will be standard level. It's good to keep the levels low due to the amount of mana (not like we could change that otherwise, right?) but still, it seemed to be a good balance.
  2. We have also discussed having a level cap, 35 seems fair, but it's also only 4 levels you can gain, which might irritate skilled players. How about steep stages of the experience?
  3. I won't answer the suggestion regarding mana shield, I'll let @Kaspar fill that question.
  4. I like the idea of a rune that makes you drunk. But I want to use soul points on that rune instead (else it might be spammed furiously, and paralyze is but one of few advantages druids has), but then again, if their magic level increases, then we could try it your way.
  5. Cancel invisibility, I always thought druids were able to use this spell.
  6. Events, sure, but I personally don't like when events are spammed continuously. Perhaps limit them to weekends or something? At least last-man-standing. Arenas could be implanted.


We can add a lot of statistics. We have discussed on making improving guilds, such as (dmg*0.8) to guild-members, count total guild kills (team fights with other guilds, and normal kills etc.)
I like the weekly highscore. I would like to see a daily, weekly and even monthly (if we decide to host the server for 6 months in a row)
 
8. No magic shield, just e-ring :) Choose between speed-boost or mana shield. It will make the game more dynamic with players using e-ring tricks and make the game more intense. It will reduce the effect of players using "re-use" on mana fluids (I read it's common and hard (?)) to detect on warpolis forum, don't know what your opinion is about this..

Not sure what you are meaning by "re-use" on manafluids, I assume you're meaning some sort of bot? The topic about E-ring and Utamo vita is something that's been brought up a lot. Many people are playing the game casually and can't use E-ring efficiently enough whilst sustaining their manapool. Disabling Utamo vita is not something we are looking to do.

I have a suggestion for guys instead, how about making manafluid limited somehow? So you can't just be using it constantly. I'll have to think about it more, I'm in a rush right now but would something like this be appealing? Perhaps making the manafluid have 15x charges and then it'll disappear after use, so people would have to carry a backpack of manafluid and use them wisely.
 
@ond
1. (Y)
2: I just don't think highly skilled players should be able to get even more power. Their skill should be their only advantage. I like fights that have equal, or at least almost equal conditions. I think this is the definition of 'skill' even - someone's performance under certain conditions. And if skill is to be measured, it must be under the same conditions. Most skilled players weren't higher than 36-37 anyway as maximum, while a few "monsters" reached over level 40 :p A level 35 compared to 31 gives an almost 13% level advantage. I think that's more than enough, but that's my opinion :p
3. :)
4. Soul is a great idea. That is one thing I love about this server, so much spam is reduced. I think it should cost mana as well though, to limit eg. a team of 3 players to completely ruin a chased player in.. "beer".
5. To be honest, I don't know myself, that point is from mr. "SSA is for rookies", who I trust!
6. Yea, events should be something "special", I agree. But perhaps some room were eg. x vs x players can enter squares and pull a level to be teleported into some battlefield. Although saying that, it might reduce the amount of players on the streets - so I think I'll take that back :p But special events maximum once a week, different settings eg. teams vs teams, last man standing, maybe even throw in some monsters etc. Prizes such as the quest items/level 35/choose a permanent monster outfit (which will disappear when you change outfit) or something :) Or maybe a rank "event winner of the week" on the website. Honour is the most important!

@Kaspar
Yea, some kind of macro which makes your crosshair hover over your character so you don't have to reach into your backpack between "drinks".
I fully understand :p It's a very drastic change which would anger a lot of players! And reducing amount of mana per mana fluid would just be annoying and game-changing for everyone. What do you think about reducing the time of the "utamo vita" spell?

Limited mana fluid: It could be something for sure, but I think it will end up with players blocking rune NPCs and players dying outside the shops. I personally like the simplicity that all runes/manas are unlimited. Makes the focus on war/pvp more clear.



Is it possible to make polls in this forum? Would be nice to see what other people think. I will ease off on the forum a little bit now, it's never good to have just one guy or a few guys sharing their opinions, although I hope I'm not too narrow-minded.
Looking forward to come back to this server again in 2017 :)
 
Please bring this server back asap. I beg you...
It will return, hopefully all of you who played it will enjoy it even more when we adjust some of the things mentioned in the thread. But as it is now, we haven't got very far. The adjustments that has been done so far is only script improvements. And this is important to know only because you won't be able to clear the Warlock quest easily using magic walls anymore. The quests are ment to be difficult!
 
I hope it'll be online this month or January, because I'll be honest with you. Waropolis is a big pile of shit, still playing there because thats literally the only option.

Hope you will fix everything, looking forward to it!
 
I hope it'll be online this month or January, because I'll be honest with you. Waropolis is a big pile of shit, still playing there because thats literally the only option.

Hope you will fix everything, looking forward to it!

Waropolis shit cause I allow click reuse :( I hope you guys can stop people from using it XD I seem to have no idea.

How are you guys going to handle big teams? Is the server more single player oriented ? Or does it support big teams? You cant have both i've discovered its hard..

Been trying to figure out how to allow players who are solo or have a few friends to play while big teams still want to play.

Solo, small teams get wrecked by big teams and log off.. Big teams don't login when there's a small amount of players. Solo players cry when they get team ganked and teams cry when they cant play in a gang squad.

How will you guys handle it?
 
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Waropolis shit cause I allow click reuse :( I hope you guys can stop people from using it XD I seem to have no idea.

How are you guys going to handle big teams? Is the server more single player oriented ? Or does it support big teams? You cant have both i've discovered its hard..

You can have both if you know how to map.




Ond, take a screenshot of my char Villy when it opens and put it as your website layout, I deserve it after all im the best tibia player on earth. .. . rumours says Zaras is better but he lives on the moon so its np.
 
As far as I can see, big teams are made up of people who are not to be considered skilled. Or at least most of the time it is so. I didn't really see this as an issue last time we were open due to the fact that big teams can easily get killed by skilled players, for example, the Brothers, or zackde + 1 more player. But I didn't really answer your question, we will do nothing at the moment.

Correct me if I'm wrong.
 
If you have 2 skilled players you can literally kill a big team for example in thais sewers, but for example in your map POH you kinda stand no chance.
 
As far as I can see, big teams are made up of people who are not to be considered skilled. Or at least most of the time it is so. I didn't really see this as an issue last time we were open due to the fact that big teams can easily get killed by skilled players, for example, the Brothers, or zackde + 1 more player. But I didn't really answer your question, we will do nothing at the moment.

Correct me if I'm wrong.

Before your server died off there was this big team, with black/pink outfit if I remember it correct like 6-8 people they got crushed over and over again by small teams of 2-3 people
 
As far as I can see, big teams are made up of people who are not to be considered skilled. Or at least most of the time it is so. I didn't really see this as an issue last time we were open due to the fact that big teams can easily get killed by skilled players, for example, the Brothers, or zackde + 1 more player. But I didn't really answer your question, we will do nothing at the moment.

Correct me if I'm wrong.
If you have 2 skilled players you can literally kill a big team for example in thais sewers, but for example in your map POH you kinda stand no chance.
what happens when a bunch of skilled players team up? xD
 
what happens when a bunch of skilled players team up? xD
I have never ever seen that. What I have seen however, are people teaming up that appears to be skilled, but are later caught cheating in one way or another.

Not that it's impossible that 5 skilled players could team up, but if a player is skilled, they will find no or less joy in teaming with equals and totally massacring the rest of the server population. At least I find it to be pretty boring, and so does most of the skilled players I know.

Also @Kaspar came up with a decent solution for this, and it was to add a new rule to the server that says that 'teaming with cheaters will eventually get yourself banned, even though you yourself don't cheat'. I think this helped reduce these type of statistics.
 
Apart from my earlier suggestions that Drone summed up pretty nicely above, here are some more and general comments:

Statistics

1. How about adding a highscore for skull killers? There's a highscore for skulls obtained already, why not add one that shows the top skull killers for each skull type?

2. I suggest you change the rank system the last version had, the one where a certain amount of kills earned you a certain rank. I think you should change that and award players with a certain rank baned on the kill/death ratio instead. In my opinion, anyone can reach 5000 frags and get a top of the line rank, but not as many can maintain a high kill/death ratio. This will suck for me of course since I die so much, but I never cared much for statistics anyway. Possible drawback? People care too much about the kill/death ratio and play waaay too defensively.

Teams

1. Like Ond said, I also believe that skilled players try to avoid teaming up since it's too boring. Teams of 2, maybe 3 at times is the most I've seen and myself I never team more than 3 and prefer 2 as max. At the end of the day though, there's nothing to be done about this really. If people want to team up, you can't stop them.

Quests

1. I love the idea about new quests and I know one more person who does :D Make them really tough, so that you have to use nice tactics to solve them in teams of 2-3 people. If you need test subjects, let me know.

Gameplay

1. About mana fluids, is it possible to simply add extra delay to manafluids? Or lower the manapoints you get with each use?
2. Switch back to the older cam version. As far as I remember, the new one didn't work properly. This is important for many people I believe.
3. I would love to see some oldschool spirit in the shape of the possibility of SDing yourself to death. Back in the days, you actually took 100% damage if you SDed yourself, which you don't do today. I would love to see that.
4. Another thought about manashield, this is just a thought that popped up in my head and I haven't thought it through one bit but I'll throw it out there: what about a spell that cancels other players' manashield? When cast, the area affected is 1 sqm around the player (like exori) and anyone who gets hit loses mana shield. This idea might suck but I'll bring it up for possible discussion anyway.
5. About 80% damage to guild members, just make sure this doesn't allow for UE spamming in groups.
6. Add significant poison tick damage to poison storm. I saw a cam from a server where they had it, and that extra damage seemed to help 2 people finishing a guy off in a trap nicely (poison damage + 2 sds). I like the idea and it will make druids more useful, and can be a helpful tool against the manafluid problem we got.

I'll post some more if I get more ideas.

I'm really excited and looking forward to next release, it's going to be epic!


//Nightingale



 
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