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[7.4] Dura -- Making Tibia Challenging Again, Same Game New Meta. Tibia For Adults. --

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After a large amount of feedback, and re-evaluation on our part we are going to temporarily remove the custom spell Bind and figure out how to balance it without altering the core mechanics of the game.
We Believe many charged Stone skins and Might Rings do alter the mechanics in the game towards a negative direction.
Per some of our own ideas as well as players we're going to take the spell back to the drawing board and evaluate how rings and amulets in general can be improved upon.

Same charges, but stronger effect.

Example: if ssa has 80% protect, you use bind with 5x charges SSA, then you get 5x charges with 82% (2x item 5 charges = 10/5 = 2 extra)

Same for elven amulet, if it has 25% fire protect but it has 100x charges, you will get (100+100 = 200 / X (need change the formula for items of <50/100/200x charges) = Y

And thats all, you have a spell for make stronger amulets for hunt maybe dl with less scares about firewave if you are low lvl mage tryharder
 
Same charges, but stronger effect.

Example: if ssa has 80% protect, you use bind with 5x charges SSA, then you get 5x charges with 82% (2x item 5 charges = 10/5 = 2 extra)

Same for elven amulet, if it has 25% fire protect but it has 100x charges, you will get (100+100 = 200 / X (need change the formula for items of <50/100/200x charges) = Y

And thats all, you have a spell for make stronger amulets for hunt maybe dl with less scares about firewave if you are low lvl mage tryharder

Elven amulet is 5%, not 25%
 
The World of Dura has been lit! We wanted to give Dura a bit more flavor, variety, and atmosphere; it's dungeons and caves were a little too repetitive for our taste. It being an entirely new world, with so many systemic changes and additions we felt a new look should exist to match; it is better than we could have possibly imagined. We encourage you to explore the world yourself and take in the new underground lakes, colored forests, lit cities and sinister dungeons.


This video is a sample of Dura's Light. Darkness is very much a part of Dura though. We didn't overlight it, there will still be darkness throughout Dura making it that much more scary and difficult.

We've also added Light Wands of different colors to the game. They will also light your path into your adventures.

Note: I will remind you that Lighthack or any external program is strictly forbidden and will result in an Account Deletion.


Best,
Aris
 
The World of Dura has been lit! We wanted to give Dura a bit more flavor, variety, and atmosphere; it's dungeons and caves were a little too repetitive for our taste. It being an entirely new world, with so many systemic changes and additions we felt a new look should exist to match; it is better than we could have possibly imagined. We encourage you to explore the world yourself and take in the new underground lakes, colored forests, lit cities and sinister dungeons.


This video is a sample of Dura's Light. Darkness is very much a part of Dura though. We didn't overlight it, there will still be darkness throughout Dura making it that much more scary and difficult.

We've also added Light Wands of different colors to the game. They will also light your path into your adventures.

Note: I will remind you that Lighthack or any external program is strictly forbidden and will result in an Account Deletion.


Best,
Aris
Sooo... is there any release plan? This topic is starting to resemble the infamous: [8.x] Tibia World RPG is coming back - What Cipsoft should do
with constant teasers but no release.
 
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Looking for your feedback and thinking here:

Should Dura have an item 'greater mana fluid'. The cost would be 300 gold. The Greater-Mana-Fluid would give 50-150, so 100 on average. A 'mana fluid' on Dura gives 25-75, so an average of 50 mana, for 100 gold.
What does this do to the game? Does it alter core mechanics too severe? Or does it only help support the core mechanics? They would be usable by all 4 vocations and their essential use would be in PvP and hard quests. Our main concern -- does it give too much Power to Mages in PvP?

Eager to here what you think. We're on the fence whether to implement it or not for Release.

Thanks
 
Yes, it alters the core mechanics of the game because mages can cap more EMP during fights as compared to standard manafluids, making it way harder to drain supplies from opposite side by throwing gfbs here and there.
 
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Ye agreed. @Recreant I wanted to throw it out there with you guys but I feel the same way. Cool idea but favors mages in pvp and that's a very bad direction in general to solve the game's late/end-game problems. We won't be implementing this. cheers
 
Here is a stupid idea from me

What if a promoted sorcerer could transfer their own mana to another promoted player?

player 1: spellword amountOfMana player 2
player 2: Player 1 transfered x mana to you.

But like all other stuff in the world, nothing is free. If you transfer 100 mana to another player, it will cost the sorcerer (100 * 1.1), or if he transfer 500 mana, (500*1.1) manacost.
 
Here is a stupid idea from me

What if a promoted sorcerer could transfer their own mana to another promoted player?

player 1: spellword amountOfMana player 2
player 2: Player 1 transfered x mana to you.

But like all other stuff in the world, nothing is free. If you transfer 100 mana to another player, it will cost the sorcerer (100 * 1.1), or if he transfer 500 mana, (500*1.1) manacost.

That's stupid because it allows knights/rps to train their magic level significantly faster, because sorcerers regeneration is faster than theirs and the handicap for mana transfer is not big enough to compensate.
 
i already said it was stupid but ..
Whats the difference from giving your friend a vial of mana fluid instead?
 
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I think it's cool maybe to make your own life or mana fluids from hp/ mana pool with empty flask under the duration of a spell or something... ?
 
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I think it's cool maybe to make your own life or mana fluids from hp/ mana pool with empty flask under the duration of a spell or something... ?
I have that on my server, and i kind of like it. Knights can make hp pots, paladins mana pots, mages runes.. idk.

Although making mana pots doesnt give you any ml advancement.
 
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To your first post Nemphis, I think the downside is it is hotkeyable and you wouldn't have to aim. Further it would also change the mechanic of if trapped or outplayed you can be easily rescued potentially from afar.
As Recreant says it could lead to all sorts of jury-rigging in terms of ML for RPS, but especially EKS -- which maybe is alright, maybe? but I kind of doubt it? I like the idea but I wonder if it would really be good for the game.

I think I'm against capturing mana into pots because it would upend the economy -- currently a mana fluid is 100gp for 50 mana and that is a very very key part of the economy and power-gaming. If we were to capture mana it would be 50gp for 50mana quote unquote. But I suppose if the spell cost 50 mana it would be even money and so maybe it would be ok.

So probably not but maybe, especially for capturing mana if the economics are right. Interesting ideas though.
 
I had to post this. We all thought this was hilarious in the Discord. 🤣

 
Ohhh that's why the video boomed on views, haha
Good luck on the project, we're hoping for a release date!! :p
 
Here are some Patch Notes:


  • Witch Loot has been buffed considerably.
  • Priestess Loot has been buffed considerably.
  • Houses now have a Buy Cost and a Rent Cost. Once a house is bought only the Rent Cost will apply on a monthly basis, and the buy price will be done away with. The prices have been greatly raised. Houses will not be easily attained and will require a financial judiciousness to maintain. Remember that on Dura a Guildhall can be bought by a single player not in a guild as well as a guild. Further on Dura one can own as many houses as he can afford. We encourage you to login and check the prices of houses and give us your feedback.
  • -----
  • Many Map Changes/Additions
  • Spear Nerfed
  • Life Ring/Roh Gold Cost in Shop increased
  • Slight Rebalances to Armor system including Blue Robe, Golden Ring, and Mastermind Shield
  • Exori rebalanced towards buff
  • Burst Arrow rebalanced towards nerf, retains usefulness
  • Amulets Revalued
  • All Light Wands Reduced Lasting Times
  • Items will SHOW values now, eg dragon necklace or elven amulet
  • Dragon Lords Loot moderately Buffed
  • Dragon Lances sell for a much higher price at NPC
  • Scarfs no longer purchaseble in shop, other ways to acquire added
  • Bind Spell temporarily removed until after Release
  • Hat of the Mad Changed, would lead to 'broken' mechanics as currently configured
  • Dragons reconfigured, expect more reconfiguration to Dragons and Dragon Lords in Future
  • The Djinn NPC's and Rashid have been relocated to Free-Account areas and require nothing to be traded with.
  • Added the spell Incinerate. Many monsters on Dura have either Fire or Energy immunity, for example a Witch and a Minotaur Mage both depending on their randomly generated spawn can have fire or energy immunity. To Players more options the spell incinerate acts as a Single-Target Missile Rune dealing Fire Damage.
  • Houses have been redressed to allow greater flexibility of decoration.
  • Demon Loot Changed, equal value
  • Warlock Loot Changed, equal value
  • Elf Arcanist Loot Buffed

There's many more but well, I can't remember all of them. xD
 
Well finally the day has come and no one is more happier than us.

Dura will Release on November 7th, Saturday, at -17:00 GMT+2 __ UTC-3 12:00 __ 11:00 EDT/EST.

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We are now ready for release as not only is Dura finished (with many additions we had not anticipated to add until after Release xD ) but also the proper hosting, performance, security, and anti-cheating measures have been undertaken and completed to ensure a smooth, reliable game for years to come. We are only too excited to see how players and the community at large will enjoy Dura. It is unlike anything before it and we take pride in that. Beyond that the plans we have for it in future years -- I just can't wait!

The Release itself should have many hundreds of players, if not more. We want Dura to be a healthy and active server so you can enjoy it to the fullest extent. As such we will have a robust advertising campaign in the weeks up to Dura. As well many Streamers, from the biggest to the smallest will be playing Dura as well to ensure a healthy Release. Not to mention we've already had a large player base on our Test Server.

To ensure a healthy server, as this is Dura's First Edition, we will only be releasing One-Server. This location will be in the USA, east-coast. This location has a good ping to Europe as well as South America. We have had over 600+ testers on Dura, many of whom were both from Europe, including Poland and Sweden, as well as Brazil and literally everyone, except one person, who I ever talked to complained of Ping. Those I otherwise talked with about Ping said it was playable and quite good; this was over 200+ people. We have spent a great deal of money to have the best possible Host with the best possible performance, as well as protection; I therefore guarantee you that playing on Dura will be reliable as well as smooth.
It is extremely important to note that we are releasing only one server at the start because this is Dura's First Edition and we don't know how many people will be playing after a good deal of time; we want to ensure that by combining the Player-Bases we will have a healthy and active server. IF there is a strong amount of interest, that is many players, near a thousand -- we will immediately purchase servers in SA and EU and open more worlds to allow Players to have a more enjoyable experience (and if it is soon after Release allow World Transfers).


Dura is designed to be a Long-Term Server that lasts for years with constant Updates and New Content while always retaining and never departing from the spirit of Dura -- challenging, dangerous, unpredictable, and fun. Therefore Dura will be low-rate. However it is complicated to express in Numbers what Dura's Rates are as there are many ways to both get experience, skills, and loot that are not typical. We will release these numbers and their explanation here in the coming days, as well as patching them in to our website.

As there is still 3 weeks from Release I encourage anyone who wants to test Dura to do so. Our Test Server is still up and will remain up until Release.
Patching and Improving Dura is never done, I encourage you still and always going forward to give us your feedback and thoughts of how to make Dura the best game it can be.
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Furthermore I'd like to say something here and I will probably say it again. Dura, while operating from a 7.4 base is no question a different game. The mechanics are the same at core but layered around that is an endless amount of variation, change, and possibility; any tester could prove these claims. We ARE GUARANTEED to make mistakes when it comes to design, it would be impossible not to by the sheer amount of content, but by our vigilance as well as your feedback and input we, the Dura Staff, promise to always be on the watch and ready to fix the game where it is needed and admit our mistakes to balance the game as well to always make sure it is fun.

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Best,
Dura Staff
 
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