This server sucks, no wonder less and less players join in to play each edition. Admin has his priorities backwards....
Map is way too big for a playerbase of 100-150 people (considering those are not real players, I assume it's 40 ppl playing the server at best), why even add Zao and Svar, which both combined are almost as big as another Mainland area - as if there wasn't enough good/decent exp spots on tibia 8.6 mainland already (earth elemental caves in edron, liberty bay pirates, tortoises, wyrms, cults, wyrms on drefia, old fortress in edron, darashia dragons, there's probably more but I'm listing the ones on top of my head). If you just shaved away every continent other than Mainland (Thais, Carlin, Venore, Ab, Kaz, Edron, Ank & Dara), but kept the 10+ Tibia additions on them, I wouldn't see the problem at all. I honestly want you to delete Svargrond, Zao, Port Hope and Liberty Bay+Goroma islands (although LB isn't that bad by itself).
So what does a map too big cause? Players are so spread out between each other that nobody competes for the best spawns (on other 7.4 servers peninsula tomb is a pking hotspot, because it is one of the best places to get exp/hr with somewhat good money), so you have no fights at all = boring server. There's like 10 spawns on the map that are equally as good as Peninsula, so nobody has to fight for it, so you have nothing to do on the server other than EXP-ing. Which is totally pointless on a server that has no chance to hold an active playerbase of 20+ players for longer than 3 days.
Why even add access quests on a server that has no chance to survive longer than a week? Just so that people can repeat them ad nauseam every 3 weeks? Or you just kept them in the game so that you could add instant access for real cash? Just make every area accessible to every player, and you suddenly won't have to allow people to have mana regen zones with PZ in their fking houses.
This edition failed because you enabled the possibility of making runes in pz without any effort. No matter how you look at it, you cannot even try to defend that. People just sat around in their houses with their MC's safe, it took no time at all to refill their makers, and just kept walking out of pz randomly at random hours just to shoot their runes on a main char and go back to pz to runemake some more. Server was dead after first server save, or at least it felt like it. At least before you could kill a runemaker if it was hidden in a reachable place, and if it had an autologout bot you could get the player banned. Now you can't even do that because nobody has to use an autologout bot.
I also feel that money was always the issue on this server. No matter what edition I played, how big the lootrate was, it was never enough to allow me to pass 100k mark on that server (unless i reached level 60 and did behemoth quest, drefia and banshee). I always barely managed to scrape 20k for manafluids for a fight, and 1 death in pvp usually made my bank balance drop to 0.
Unless you find a teamhunt, then everything changes. You suddenly start to have money from minimal investments, because monsters have so shitty (low) % drops (valoria probably uses tibia 10+ loot table where almost every monster such as wyrm, dragon lord, hero, etc. is able to be killed in massive amounts due to availability of runes such as avalanche, thunderstorm and stone showers - they're basically treated the same way vampires, necros and bonebeasts are on tibia 7.4 - what does that cause?
You get fucked sideways because as a solo player you'll never be able to kill as many monsters as a teamhunt of 4 would, so you never have a chance to profit, unless you get insanely lucky and drop that 0.08% chance item worth 40k+, which covers your blank rune and food costs for 3 days at best, meanwhile teamhunt players all have 300k+ in their banks because while you killed 250 monsters using 80 backpacks of xxx runes, they killed 1200 monsters using 80 backpacks of xxx runes, earning them way more profit.
I also don't understand why are monsters spawning so fast, you can legit hunt peninsula using 3 biggest rooms on the north-west side on -2 if you're hunting solo and you'll always have full spawn. I tried doing behemoth quest with UE's, and after i finished killing behemoths, took the rewards and stood afk downstairs for 1 minute, the behemoths respawned somehow. How? And why? Nobody knows. It speeds up the exp/hr rates for no reason.
I also don't understand why you're putting magic rate x1 on a server with exp rates this high, do you want people to fight on level 70 without ue's? lol. I legit had ml 35 on level 60+ day 2 of the server.
Another problem - daily task system is very badly designed. It is completely RNG dependent whether you'll have to exp for 20 hours on the server to get to level 110, or exp 80 hours to get to the same level, depending on what taskable monster you get. If you get wyrms/high vampires/grims/hydras - congratulations, you just hit the jackpot. Take 300-500 of them, finish them in 20 hours and you're level 100+ by default. No matter how you look at it, it is completely random and unfair. Just either let us pick the task and make bonus experience from a monster somewhere around 10-15%, not fucking 200% more exp per monster, or remove the system altogether.
I also believe the task system is badly designed as well - while the idea of spreading tasks to every NPC in the game is really cool, i don't think their exp rewards should be multiplied by stages. This allows tasks like killer caimans to be started on level 20, turned in, and then you receive 1,1kk exp instantly levelling you up to level 45+, skipping a lot of levels for 0 reason. If the reward for this task (and other tasks too) was, for example, 220k exp NOT multiplied by stages, then it would be alright. And it's the same for most of the tasks. Sometimes it's a good idea to die a few times if you're close to a way higher exp stage to get more EXP from a task reward, putting you at a way higher level than you would if you didn't die. It's stupid. It shouldn't be that way.
I also don't understand why sorcerers flamhur costs 80 mana and deals similar damage to an SD rune. It's ridiculous. Either make it cost 170 mana (just like a sudden death rune, but it's AoE so you can hunt monsters), or normalize it's damage to 7.4 levels. Because i know how shitty that fucking spell was.
Server is also bug ridden, but it's not anything game-breaking, most of the time it's just annoying gameplay bugs.
That's all I have to say about the server. Take my criticism with a grain of salt,
@4Nathu4. I do not have any ill intent, I just want to help you fix the server to make it at least not painful to play for the most part. Sorry for the wall of text, but it just had to be said.