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Looking for system ideas for a super low rate RPG Server!

palaco3

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Hello,
I'm currently working on an RPG server with a super low rate focus, and I'm looking for some inspiration for interesting systems to implement. We already have a core attribute system (Strength, Intelligence, Agility, Wisdom, etc.) in place, but I want to add more depth and unique gameplay elements.

Given the low rate nature of the server, I'm particularly interested in systems that:
  • Encourage long-term progression and investment: Things that players will work towards over extended periods.
  • Promote strategic choices and meaningful gameplay: Less about fast leveling, more about thoughtful development.
  • Offer variety beyond just grinding levels: Give players different avenues to progress and enjoy the game.
  • Fit an RPG theme: Immersive and lore-friendly additions are a plus!
What kind of systems have you seen or would you recommend for a server like this? I'm open to all sorts of ideas, whether they're related to crafting, exploration, economy, PvP, or anything else.
 
A dungeon system but the dungeons are procedurally generated (think something like Diablo or Minecraft), and change every now and then, either daily or any other way. This keeps exploration fresh and unpredictable.
One of the main problems with low rate servers is how boring grinding can get, since players end up repeating the same stuff over and over. Procedural dungeons help with that by adding variety every time, so it is less about mindless farming and more about adapting to whatever new challenge shows up.

But to help with your points more specifically:

Encourage long-term progression and investment: Things that players will work towards over extended periods.
1. Add clear long-term goals, such as a quest with a very high level requirement or a new spell / area / etc that only unlocks after a long investment. Think something like what Annihilator represents in Tibia
2. The best in slot items must be very hard to achieve and require high investment of time and in-game resources. This way players will always have an upgrade as a goal to achieve.

Promote strategic choices and meaningful gameplay: Less about fast leveling, more about thoughtful development.
1. Introduce trade-offs to any mechanic or feature that improve the character strength, which means if you level up and you want to improve X attribute it means you'll have to become worse at Y attribute. True personalization comes from the RESTRICTIONS, not from the freedom of choices. Strategy is fun when you are forced to give up on something meaningful when making choices. If you allow everyone to be good at everything, it won't work.

Offer variety beyond just grinding levels: Give players different avenues to progress and enjoy the game.
1. Add systems such as farming, crafting, and any of that other common stuff that are heavily independent and separate from the main grinding activity of hunting. This means again you'll have to choose between hunt or to craft. A bad example is adding a mining system where you have mining nodes inside a hunting spot. This means you are just adding another activity on top of the same hunting activity. Once again, you need trade-offs, not mere additions.

Fit an RPG theme: Immersive and lore-friendly additions are a plus!
1. Ensure everything in your world makes sense and are connected to a lore. Avoid unfinished quests and ensure interactions are meaningful and lead to a quest or something.
 
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A dungeon system but the dungeons are procedurally generated (think something like Diablo or Minecraft), and change every now and then, either daily or any other way. This keeps exploration fresh and unpredictable.
One of the main problems with low rate servers is how boring grinding can get, since players end up repeating the same stuff over and over. Procedural dungeons help with that by adding variety every time, so it is less about mindless farming and more about adapting to whatever new challenge shows up.

But to help with your points more specifically:

Encourage long-term progression and investment: Things that players will work towards over extended periods.
1. Add clear long-term goals, such as a quest with a very high level requirement or a new spell / area / etc that only unlocks after a long investment. Think something like what Annihilator represents in Tibia
2. The best in slot items must be very hard to achieve and require high investment of time and in-game resources. This way players will always have an upgrade as a goal to achieve.

Promote strategic choices and meaningful gameplay: Less about fast leveling, more about thoughtful development.
1. Introduce trade-offs to any mechanic or feature that improve the character strength, which means if you level up and you want to improve X attribute it means you'll have to become worse at Y attribute. True personalization comes from the RESTRICTIONS, not from the freedom of choices. Strategy is fun when you are forced to give up on something meaningful when making choices. If you allow everyone to be good at everything, it won't work.

Offer variety beyond just grinding levels: Give players different avenues to progress and enjoy the game.
1. Add systems such as farming, crafting, and any of that other common stuff that are heavily independent and separate from the main grinding activity of hunting. This means again you'll have to choose between hunt or to craft. A bad example is adding a mining system where you have mining nodes inside a hunting spot. This means you are just adding another activity on top of the same hunting activity. Once again, you need trade-offs, not mere additions.

Fit an RPG theme: Immersive and lore-friendly additions are a plus!
1. Ensure everything in your world makes sense and are connected to a lore. Avoid unfinished quests and ensure interactions are meaningful and lead to a quest or something.
Thank you for the response!

Crafting and gathering systems are already planned. I want the economy to be player-driven, with NPCs only trading basic items for the early stages of the server. I don’t want players to reach level 100 in 1–2 weeks, as often happens on many low-rate servers. Making supplies harder to access is one way to prevent this and will encourage players to work together in groups. If you have any ideas for gathering or crafting systems, please share them. So far, I’ve considered mining/blacksmithing, herbalism/alchemy, woodcutting/carpentry, farming, cooking and enchanting.

The game will be centered around Rook, but there will be vocations obtained through quest lines, which will include progression quests. Additionally, there will be heroic vocations with more difficult and longer quest lines (such as Necromancer, Paladin (not like the Tibia Paladin) , Vampire).

The dynamic dungeon system sounds interesting. I’ll look into how to implement it when other systems are done.
 
Thank you for the response!

Crafting and gathering systems are already planned. I want the economy to be player-driven, with NPCs only trading basic items for the early stages of the server. I don’t want players to reach level 100 in 1–2 weeks, as often happens on many low-rate servers. Making supplies harder to access is one way to prevent this and will encourage players to work together in groups. If you have any ideas for gathering or crafting systems, please share them. So far, I’ve considered mining/blacksmithing, herbalism/alchemy, woodcutting/carpentry, farming, cooking and enchanting.

The game will be centered around Rook, but there will be vocations obtained through quest lines, which will include progression quests. Additionally, there will be heroic vocations with more difficult and longer quest lines (such as Necromancer, Paladin (not like the Tibia Paladin) , Vampire).

The dynamic dungeon system sounds interesting. I’ll look into how to implement it when other systems are done.
Take a look at this: [TFS 1.x] Procedural Cave Generation (https://otland.net/threads/tfs-1-x-procedural-cave-generation.281794/), someone already tried it.

As for gathering and crafting systems, try to keep things as simple as possible in the beginning. Avoid too many variables and focus on making sure everything works smoothly and depends on each other. A player should not be able to perform all gathering or crafting activities. Ideally, the player needs to choose one or two at most and leave out the rest. You can create resource dependencies across different activities. For example, blacksmithing can require materials from both mining and woodcutting.

The goal is to prevent players from being completely self sufficient, so they are encouraged to buy resources gathered or crafted by others.

Starting with a small number of variables, like only 3 to 5 types of ores instead of 15, will help with balance and give you a solid foundation for future improvements.

Another way to help with balancing and making sure things are connected is to think in terms of a tier system. For example, you could have three different tiers of resources and crafted goods.

So you would have something like:

Tier 1 gathering: bronze ore, basic wood, basic herb, basic food, and so on
Tier 2 gathering: silver ore, hard wood, and similar materials
Tier 3 gathering: more advanced or rare materials

The same idea applies to crafting. You can have three tiers of crafting as well. This way, there is a clear link between the strength of different resources and crafted goods, which helps you build those dependencies mentioned earlier.

A good practice is to make tier 1 resources required for higher tier crafted items too. That way, you create an economy around lower level materials instead of making them useless later.
 

Hello,
I'm currently working on an RPG server with a super low rate focus, and I'm looking for some inspiration for interesting systems to implement. We already have a core attribute system (Strength, Intelligence, Agility, Wisdom, etc.) in place, but I want to add more depth and unique gameplay elements.

Given the low rate nature of the server, I'm particularly interested in systems that:
  • Encourage long-term progression and investment: Things that players will work towards over extended periods.
  • Promote strategic choices and meaningful gameplay: Less about fast leveling, more about thoughtful development.
  • Offer variety beyond just grinding levels: Give players different avenues to progress and enjoy the game.
  • Fit an RPG theme: Immersive and lore-friendly additions are a plus!
What kind of systems have you seen or would you recommend for a server like this? I'm open to all sorts of ideas, whether they're related to crafting, exploration, economy, PvP, or anything else.
One thing I wanted to do was implement a series of Quests/Npc "civilization" that allow you to roleplay/interact with Npcs (different dialogues based on responses and actions based on the player. Giving items that helps recover or burn stamina faster for increased Exp so that players dont need to level as long and are pushed towards to do more RP quests in order to get back out there. Waking away triggers "Thats Rude!" which would add a point into a section (easily trackable that you guys may have certain "triggers" upon players overly mistreating NPCs, being far to kind, or other things based on your desires. You can track outside the game and slowly add in elements you enjoy. Slowly add killable Npcs... that call for the help of guards/players. Hope this helps a little, have a great day! alhamdulillah.
 
With low rate servers i guess its important to make the players feel like they are progressing without loads of xp. Typically a characters strength is based on level, skills and equipment. With a side of amount of gold you have. Adding systems like crafting would help with the equipment part of progression.

What about creature knowledge. I guess this is similar to Cipsofts, but the more you kill a specific monster and its type, you gain xp on that monster and on that type of monster. If you farm orcs, you gain the typical XP amount when you kill it + knowledge on how to fight humanoids.. and the specific orc you just killed. If you xp on wolfs, bears and such, you get more knowledge about beasts.

For each level in a monster or a type, you could increase damage to that monster and or type. Just as example, a mear 1% additional damage (rounded up to closest integer when dealing damage) would be enough in the long run. If the amount of monsters you need to kill isnt too high, then the game would be to also level up these levels so you can gain additional well-needed strength to kill stronger foes.

Obviously monster xp would be much lower than monster-type xp.
If you were to kill Rats, maybe you need to kill 25 rats to gain 1% damage bonus to rats. Then 50/100/200 .. But you also gain xp in Beasts since rats are beasts. But since beasts are a much wider group, you would maybe need 500 kills for the first level
 
In my experience with RPG servers is that people level way too fast and stroll through the content like nothing, IMO the biggest problem with RPG servers is lack of content, I mean you can't just launch a server with 3 cities and a small map and expect players. It needs to be huge and I mean HUGE with loads of questlines/storylines and exciting way to explore. And even with this you would also need a lot of custom features. You could decide that by yourself, that also attracts loads of people. There probably are a few rpg severs online at the moment with zero custom features like "upgrading" "mining" "custom spells". And if I do see that there are none of these in the server im bailing.


Like @Mr Geni mentioned, content has to be there. It's important that the people who are hyped to play your server on day one have something to achieve. You don't want the curve to be too slow because people will believe, even if it isn't true, that there isn't much content because they don't experience any signs of it being stuck in one area with nothing new happening. On the other hand, you don't want to be too quick because it makes creating additional content difficult and time-sensitive. Ideally, you want a somewhat quick "tutorial" that explains the core gameplay loop of the server, and a progression that smooths and curves out.

Systems and features need to make sense. So many servers download and implement every system they can get their hands on without giving it a second thought. Does your server really need a rarity system on equipment if the gear has durability? Do you really need to have a crafting system when the server thrives off randomly generated stats? What do the monster levels really do that makes them enjoyable rather than just forgettable additional text?

Additionally, one of Tibia's greatest strengths among all the games I've ever played is its ability to be mysterious. To this day, Serpentine Tower has not been solved and still remains a mystery. You need to nudge players with the idea that there are things to discover, things that can be solved. Being surrounded by the unknown is a great feeling for a player in an RPG, but it needs to be apparent to the players that the world is more than just scenery.

Lastly, this is subjective but I'm absolutely done playing as a Paladin, Knight, Druid, and Sorcerer. They can work thematically, but I don't want to play the same classes with the same abilities. In my opinion, Tibia's biggest weakness is it's class design. There is no differences in how each Paladin plays, Knight's entire skill is standing diagonal and taunting, Druids heal off cooldown, and Sorcerers farm with area abilities and SD for single target damage.
credits to @Eiffel

Thought I'd just paste this here since this question has been asked a few times
 
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