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PvP World Types

E

Evil Puncker

Guest
Currently we have three types on TFS:

C++:
enum WorldType_t {
    WORLD_TYPE_NO_PVP = 1,
    WORLD_TYPE_PVP = 2,
    WORLD_TYPE_PVP_ENFORCED = 3,
};

And on Tibia right now we got 5:

Open PvP:
PvP is a abbreviation for Player versus Player. In Open PvP worlds players can freely attack each other. Excessive Player Killing, however, is regulated by the Skull System.

Retro Open PvP:
It goes back to the roots of PvP: only 2 unjusts per killed character, no Ghosting/Swapping, no compensation for an unfair death, no Twist of Fate, return of the Green Skull, Protection Zone Block no matter if you're the attacker or defender, no expert PvP mode, and no PvP frames around characters.

Hardcore PvP:
On Hardcore PvP worlds, characters will not receive any skull marks. Under certain circumstances, characters used to gain part of the experience points which their killed combatant had lost. Blessings and Amulets of Loss are available on Hardcore PvP game worlds since Update 8.53. The spell "Cancel Invisibility" will destroy applied Stealth Rings with a probability of 20%. And unlike in Open PvP worlds, it's not possible to fight back someone and then enter a protection zone.

Retro Hardcore PvP:
Retro Hardcore PvP worlds were introduced with the Summer Update 2017. The PvP setting is the same as Retro Open PvP but without a Skull System. There are no fair fight rules, no Twist of Fate blessing, no Store's Death Redemption, and no differently coloured PvP frames. The Death Penalty was raised by 16% on these worlds. The spell "Cancel Invisibility" has a chance to destroy worn stealth rings.
You can gain experience for Player Killing.
  • You will gain experience if you kill a character whose level multiplied with 1.1 and rounded down to the next whole number is higher than your own level, e.g. a level 40 will only get experience if his opponent is level 38 or higher.
  • The amount of experience you will gain is capped. For level 50 and above, the maximum amount of experience you can gain per kill is limited to 200% of your character's current total experience points. Below 50, the maximum amount of experience you can gain per kill is limited to 25% of your current character's experience points.
  • Only your first five kills of the same player during a server cycle (usually time period between two server saves) will grant you experience. Moreover, the amount of experience you gain gets reduced by 10% with each kill.
  • All players who participated in a player kill receive experience for the kill. The amount of experience depends on the dealt damage.
  • Killing members of your party will not yield experience.
  • Experience modifiers such as double XP/skill weekends or XP boosts do not apply to the experience gained through player killing.


Optional PvP:

An Optional PvP (i.e. "optional Player versus Player") world is a world without PvP enabled. Optional PvP worlds have some limitations compared to regular worlds:
  • It is not possible to attack players.
  • Summons are essentially considered players, so they may also not be attacked and may not attack other players or summons. This also means that you cannot train on players or summons.
  • Skulls do not exist at all, not even the green skull.
  • It is not possible to heal wild creatures.
  • Attack runes used on other players/summons will have no effect.
  • Spells that create a damaging field can be stepped on by players without consequence (generates a "puff" graphic). They will also be a different color compared to normal fields so you can tell the difference between a player/summon-made field and a normal field.


Conclusion: our code needs a little overhaul, or at least a name change for future code :p
 
Currently we have three types on TFS:

C++:
enum WorldType_t {
    WORLD_TYPE_NO_PVP = 1,
    WORLD_TYPE_PVP = 2,
    WORLD_TYPE_PVP_ENFORCED = 3,
};

And on Tibia right now we got 5:

Open PvP:
PvP is a abbreviation for Player versus Player. In Open PvP worlds players can freely attack each other. Excessive Player Killing, however, is regulated by the Skull System.

Retro Open PvP:
It goes back to the roots of PvP: only 2 unjusts per killed character, no Ghosting/Swapping, no compensation for an unfair death, no Twist of Fate, return of the Green Skull, Protection Zone Block no matter if you're the attacker or defender, no expert PvP mode, and no PvP frames around characters.

Hardcore PvP:
On Hardcore PvP worlds, characters will not receive any skull marks. Under certain circumstances, characters used to gain part of the experience points which their killed combatant had lost. Blessings and Amulets of Loss are available on Hardcore PvP game worlds since Update 8.53. The spell "Cancel Invisibility" will destroy applied Stealth Rings with a probability of 20%. And unlike in Open PvP worlds, it's not possible to fight back someone and then enter a protection zone.

Retro Hardcore PvP:
Retro Hardcore PvP worlds were introduced with the Summer Update 2017. The PvP setting is the same as Retro Open PvP but without a Skull System. There are no fair fight rules, no Twist of Fate blessing, no Store's Death Redemption, and no differently coloured PvP frames. The Death Penalty was raised by 16% on these worlds. The spell "Cancel Invisibility" has a chance to destroy worn stealth rings.
You can gain experience for Player Killing.
  • You will gain experience if you kill a character whose level multiplied with 1.1 and rounded down to the next whole number is higher than your own level, e.g. a level 40 will only get experience if his opponent is level 38 or higher.
  • The amount of experience you will gain is capped. For level 50 and above, the maximum amount of experience you can gain per kill is limited to 200% of your character's current total experience points. Below 50, the maximum amount of experience you can gain per kill is limited to 25% of your current character's experience points.
  • Only your first five kills of the same player during a server cycle (usually time period between two server saves) will grant you experience. Moreover, the amount of experience you gain gets reduced by 10% with each kill.
  • All players who participated in a player kill receive experience for the kill. The amount of experience depends on the dealt damage.
  • Killing members of your party will not yield experience.
  • Experience modifiers such as double XP/skill weekends or XP boosts do not apply to the experience gained through player killing.


Optional PvP:

An Optional PvP (i.e. "optional Player versus Player") world is a world without PvP enabled. Optional PvP worlds have some limitations compared to regular worlds:
  • It is not possible to attack players.
  • Summons are essentially considered players, so they may also not be attacked and may not attack other players or summons. This also means that you cannot train on players or summons.
  • Skulls do not exist at all, not even the green skull.
  • It is not possible to heal wild creatures.
  • Attack runes used on other players/summons will have no effect.
  • Spells that create a damaging field can be stepped on by players without consequence (generates a "puff" graphic). They will also be a different color compared to normal fields so you can tell the difference between a player/summon-made field and a normal field.


Conclusion: our code needs a little overhaul, or at least a name change for future code :p
do it yourself and post to the community
 
a few links regarding pvp changes up to 10.98 version:

Updates/8.7 (https://tibia.fandom.com/wiki/Updates/8.7) (Players are able to pass through other players in protection zones on all game world types.)
Skull System (https://tibia.fandom.com/wiki/Skull_System) (we lack orange skull system)
 
It'd be neat if tibia world types worked like Runescape and allowed people to jump between them. However the abuse would likely be astronomical
 
I would do this, tbh, but I can't be assed to develop anything >9.86. If TFS 1.* ever gets protocol compatibility for 7.1-8.6, however that would go, I would even consider making public contributions again.
 
I would do this, tbh, but I can't be assed to develop anything >9.86. If TFS 1.* ever gets protocol compatibility for 7.1-8.6, however that would go, I would even consider making public contributions again.
we will always have downgrade branches by our community, like nekiro did (I still use his 8.6 one)
 
@Evil Puncker are there performance gains going from 0.4 to 1.2 by nekiro? dunno if you even tested but if so, do you have any idea how big they are?
 
Wish you could just set clientVersion = 7.1 -> 12 in config.lua. Would be cool.
And it is very much possible. Just nobody's willing to do it. (due to the implying project lifeline cycles, testing, implementing and refactoring)

It'd be neat if tibia world types worked like Runescape and allowed people to jump between them. However the abuse would likely be astronomical
Tibia already works like that btw ... RME has pvp zones implemented, you should prolly look into that
Edit: look at Special Blue Tiles? (https://otland.net/threads/special-blue-tiles.263388/#post-2546295)
 
@Evil Puncker are there performance gains going from 0.4 to 1.2 by nekiro? dunno if you even tested but if so, do you have any idea how big they are?
any tfs above 0.4 works better , consume less cpu, got better monster behvior etc etc
im using my datapack 0.4 on nekiros server and with few chanes it works pretty cool of it doesnt has many features as in old tfs 0.4 but it works better so im happy
 
It'd be neat if tibia world types worked like Runescape and allowed people to jump between them. However the abuse would likely be astronomical
I said they should do this for YEARS.

I don't know how there would be MORE abuse than there is right now.

You pick a server and chances are some br guild dominates the server and you're not allowed to play.
 
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