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YurOts in 2021?

Today I finished the Dark Cathedral. The dungeons are definitely bigger than on real Tibia, and they have many secrets!

Catedral.png

And here is the Mountain of the Undead (the area around it is not finished yet), in the basement there is a fountain of life, and then ...

UNDEADS.png

The work is constantly moving forward. Unfortunately, I am still limited by time, but the willingness is constantly growing!
 
I cannot answer this question at the moment. There is still a lot to do. I am the only person developing this project, no one is helping me. Certainly, I will be able to bring the date closer when the map is nearing its end. The priority for now is to finish the main continent. Although the mini-map is empty in some places, I already have an outline in my head what, where and how it will be located. Unfortunately, it takes a long time, because the map is not made by auto-border and also my private responsibilities.

I can only say that the project is always moving forward. There are various stages of development, but from time to time I will post with information about how everything is developing.

Greetings!
 
This is some good stuff dude. I envy your ability to commit to this project for so long.
 
There is a lot of work, because there are a lot of ideas :). But everything is going in the right direction. I don't feel any pressure or need to finish the server as soon as possible. First of all, it is a server dedicated to players, not money. I want to create a server where I personally play and want to stay longer, so I attach great importance to every thing and details. I created this topic to present my vision, but also to hear other ideas. I think that in a time where real-maps dominate, it will be fun to see something new and discover something we don't know yet.
 
Try something different regarding experience.

Each level increase exp gain by 2%, so at level 1 you have 0% == 1x
at level 25 you would have 150% exp, or 1.5x
at level 50 you would have 200% exp, or 2x

You could also make it end at 5x or w/e

Something similar could be done with skills and magic
 
how about making exp rate as log gaussian distribution (where mean is 0, and std deviation of lets say 1)

This way your exp rate would be dependent on your players levels. The closer person reaches to edge (highest top levels) the less exp they get. (It always adjust based on people's levels - this way you won't get 2-3 players shooting out 50+ levels ahead of the others or more (100's of levels ahead)

1647554344352.png
 
Try something different regarding experience.

Each level increase exp gain by 2%, so at level 1 you have 0% == 1x
at level 25 you would have 150% exp, or 1.5x
at level 50 you would have 200% exp, or 2x

You could also make it end at 5x or w/e

Something similar could be done with skills and magic

The multiplier is already set, everything is adjusted to the gameplay, that is:
1-40: 5x
41-80: 4x
81: 3x

Some people on other servers based on rl map with a multiplier of 2x could reach almost 40 level in a few hours. I don't want people to reach a high level too quickly and lose the fun of the game, although our content will be constantly developed, even at level 150, it will have challenges worthy of its skills.

As of today, the minimap looks like this:​
WORLD.png

- I also changed my mind about the runes. From now on, each rune created will have the original amount of charges. Runes can be purchased from Dijn, from level 40, after completing a few quests. Each rune you buy will have the same original amount of charges, but the prices will be much higher.

- At Dijn, you will also be able to sell more valuable loot, but only after reaching level 40 and doing a favor.

- The Souli system has been completely shut down. Any rune you create will cost you soul point.

- The creation of runes is based on the formula from version 7.4. So the creation of Uha will be from level 11, SD runes from level 15 along with the magic level 25, etc.

- POSTMMAN QUEST, has also been added to our world, which will allow you to start from level 8 by completing certain tasks.

The work is constantly moving forward and the project is growing in strength all the time. More info coming soon! Thanks for being active on this topic! Speak soon!​
 
Hi. Recently, I have been trying to focus on the desert. As you can see, the second main city is ready. After leaving the rook, we will be able to decide which city we want to choose, regardless of the premium account.
MAP.png

The entire continent will be accessible to everyone. Players with a free account will also be able to travel there by boat. Only players with the Premmium Account will be able to get to certain exps faster to save some time.

For some time now, I have been serious about fundamental changes. The map from the first assumption was supposed to be smaller and not so extensive (of course, it is not fully finished yet). I want people to stay here longer, I don't want to edit as it is on most servers. The experience multiplier is relatively small. But I wonder if I should cut it down to 3x permanently without a stage. The second important thing is Train Monks, I often wonder whether to leave them as they are or remove them to create a better RPG atmosphere. And the most important point, spells. I think a lot about making spells that need to be bought to use them, I can even agree to half the price for all than the real price. All this is to influence the pace of the game, so that the game is not too fast and not boring too quickly. If you have an opinion or suggestions on this, I would be happy to analyze everything and with your advice I will put it on the server, because it is a player server from a player, so your vote is as important to me as my ideas.

Greetings to all who follow this topic. Have a nice day!​
 
i dont get it why people while making yurots trying to expand map as much as they can adding big respawns and such


dont u forget what was the best thing about yurots? that you can get lvl pretty fast(but not easy due to pvp) map is SMALL spawns are SMALL and u have to WAIT for spawn so if two players met on one they have to fight each other
 
Looks nice! Depending on how many people will play at start, you could restrict certain areas of the already finished map and present them as updates as the server hopefully progresses in the online count.

Either way, good luck with your project!
 
i dont get it why people while making yurots trying to expand map as much as they can adding big respawns and such


dont u forget what was the best thing about yurots? that you can get lvl pretty fast(but not easy due to pvp) map is SMALL spawns are SMALL and u have to WAIT for spawn so if two players met on one they have to fight each other

I agree with you that the yurots map had its charm because it was small and there were players everywhere, that's right. Note that once the people who made yurots typically for RPGs also had to expand it somehow. They created new cities, added new hunting grounds, maybe not on the same scale as here, but the base of the map had to grow. However, the most important thing on the server is the experience multiplier. If it's average then you can let go of some things, monsters, because you know most people won't go after monsters that don't give them anything. The second thing in my opinion is the map. If you go to the server and you see that someone has not changed too much from this stand, or worse put some parts of the map from other servers, then immediately (at least me), I am rejected further exploring, because I know what I will find there, and rather you people do not add anything from themselves to the copied place. So note, I mentioned earlier here that the experience multiplier will be small. People after leaving rookgaard will not go after 30 minutes for dragons, because they just can't make it, so you should make some places with monsters that are weaker. I also wrote earlier that the game will focus on one continent for now, so that people will not be so scattered. After leaving Rookgaard, you will have two cities to choose from, so I don't think it's that many choices. But to create a small XP multiplier, I need to add slots with strong and weak monsters so that people can go elsewhere if they take a seat. I cannot determine the number of players who will join the game after the start. There may be 10 of them, and there may be 100, and what will I do when more people come in than I expected and they will write reports that there is nowhere to shoot, because the map is too small and everything is taken? Notice on the minimap that the places that are already done are literally next to each other. You won't have to walk half the map to get to Dwarfy, for example, but you will need a bit longer to get to stronger monsters, although it won't be known how far anyway. The main continent will actually have all the monsters that you could meet in version 7.6. From chickens to Demons. The map looks like it looks like, because I also want people to visit certain places with clarity and discover what is there, and not the pace, they went to some place, gained experience and then went on to another tempe hunting ground, which hides nothing but a place to gaining experience. Here, in fact, every place is made for something, and either the Quest is hidden there, or we will find something there that we have not seen yet, so in fact, it will be worth going everywhere, because many places, even seemingly stupid, have something hidden inside what we will need, for example, to solve the entire Quest.
 
I agree with you that the yurots map had its charm because it was small and there were players everywhere, that's right. Note that once the people who made yurots typically for RPGs also had to expand it somehow. They created new cities, added new hunting grounds, maybe not on the same scale as here, but the base of the map had to grow. However, the most important thing on the server is the experience multiplier. If it's average then you can let go of some things, monsters, because you know most people won't go after monsters that don't give them anything. The second thing in my opinion is the map. If you go to the server and you see that someone has not changed too much from this stand, or worse put some parts of the map from other servers, then immediately (at least me), I am rejected further exploring, because I know what I will find there, and rather you people do not add anything from themselves to the copied place. So note, I mentioned earlier here that the experience multiplier will be small. People after leaving rookgaard will not go after 30 minutes for dragons, because they just can't make it, so you should make some places with monsters that are weaker. I also wrote earlier that the game will focus on one continent for now, so that people will not be so scattered. After leaving Rookgaard, you will have two cities to choose from, so I don't think it's that many choices. But to create a small XP multiplier, I need to add slots with strong and weak monsters so that people can go elsewhere if they take a seat. I cannot determine the number of players who will join the game after the start. There may be 10 of them, and there may be 100, and what will I do when more people come in than I expected and they will write reports that there is nowhere to shoot, because the map is too small and everything is taken? Notice on the minimap that the places that are already done are literally next to each other. You won't have to walk half the map to get to Dwarfy, for example, but you will need a bit longer to get to stronger monsters, although it won't be known how far anyway. The main continent will actually have all the monsters that you could meet in version 7.6. From chickens to Demons. The map looks like it looks like, because I also want people to visit certain places with clarity and discover what is there, and not the pace, they went to some place, gained experience and then went on to another tempe hunting ground, which hides nothing but a place to gaining experience. Here, in fact, every place is made for something, and either the Quest is hidden there, or we will find something there that we have not seen yet, so in fact, it will be worth going everywhere, because many places, even seemingly stupid, have something hidden inside what we will need, for example, to solve the entire Quest.
if you are going to add rook try make it like on akademicki server (ots76 if i good remember name) u had normal vocation and u could just play on small rook with few small spawns and secrets (also custom monsters working like mini-bosses)


also again low rate when u have to actively exp to lvl and u have spawn free almost 24/7 is super boring why going 2x rate if 5x or 10x exp would work much better as long as u have lvling slowed by small spawns/high deathloss and constant pvp? also exp boost if u are far behind top levels might be great for catchup
 
if you are going to add rook try make it like on akademicki server (ots76 if i good remember name) u had normal vocation and u could just play on small rook with few small spawns and secrets (also custom monsters working like mini-bosses)


also again low rate when u have to actively exp to lvl and u have spawn free almost 24/7 is super boring why going 2x rate if 5x or 10x exp would work much better as long as u have lvling slowed by small spawns/high deathloss and constant pvp? also exp boost if u are far behind top levels might be great for catchup

Rookgaard will work the same as on real. There will be no profession if that's what you mean. Rookgaard will also be its own creation and there will also be no shortage of secrets there. For sure you will be able to meet and face stronger monsters than on real. I create Rookgaard mainly so that there is no chaos with PVP from the very beginning, and I will also create it so that people can play there too (if someone likes to be Rookslayer). Rookgaard and Main Land will also be updated in the future. When the server is finally up and running, there will be a forum with suggestions for Main-Land and Rookgaard where people can share their ideas. Greetings!
 
I like the Idea that all players start in the same city (this makes it easier to find a team since you actually see them)

Having 2 cities to choose from can ruin this.

And about monks. Maybe add them inside the city or something where you can gather people? Just having training rooms makes the server dem dead and it was never that easy to skill in real Tibia, you always had to be ready in case someone attacked you :)
 
I have to think really hard about Training Monks. This is version 7.6 or 7.72, so wands were introduced in this version, which gives a greater advantage of magic classes at the very start. Moreover, our server will have the spell formula from version 7.4, so from the beginning of the game, magic characters will be able to create runes, which also gives an advantage over other classes. By creating Train Monks with 2x or 3x faster skills, Paladins or Knights have a chance to start the game somehow. I do not want people to choose only 2 or one class after the server starts, because it is not profitable to play with others. I want everyone to be equal. The balance of the characters is analyzed from the very beginning of the game and in the later stages.

As for the cities. There are 2 cities to choose from after leaving Rook. The main city or the desert can be reached on foot and by boat, even players with a free account will be able to travel. The areas around these cities will contain both weak and strong monsters so that everyone can find something for themselves. While the main continent's minimap may appear large, it is not. All the places on the map are very intuitive, so if we move far away from the city, we won't meet any strong monsters, but if we go deeper into a certain place, we may find something interesting.

The desert city is so simply made that no one gets lost there, and at the same time so atmospheric that some of them will want to stay there longer. All this is created so that people would feel like discovering, checking what is there, whether it pays off, and not the usual places where everyone already knows them, or knows what to expect.
 
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