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another project?

Cadyan

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I will probably add more to this discussion/rant as I think of it. Feel free to post opinions, ideas, hate, or love. I'll read it all.

I have been in the OT community since 2006, and was a member of the prequel to this forum.
I created various projects, with my peak era being 2010-2012. You may check out all my old posts.
Old friends have messaged me over the years, and some have expressed interest in a new server developed with some of my creativity.
I simply don't have the time to do it all myself, however if I had 1 or 2 people to help out it could happen.
I am much older now, and can significantly back up a server if I had to. Finances, labor, art, decision making, etc.

Does anyone want to make a new RPG for simple fun?
Not for a high player count, but for those who want a fresh adventure with similar tibia aspects.
I'll continue by saying that I have indeed started some sample projects, but I have nothing yet worthwhile to show anyone.
I never made OT's for money. They were all passion projects, and people recount their visits in those servers with good memories.
I am not necessarily talking about starting fresh here. I want to make the development a quick process by using mostly community downloads.
The only real work that should be involved would be quest making and balancing.
I do not want to make more work than necessary.
I want people to have an easy understanding of what's going on.

I want the feelings I had when I first explored tibia back in 2003, awed by a huge world with many mysteries unsolved.
I believe the best way to achieve this is to keep vocations as they always were in Tibia. That is how people learned to play the game.
Knights, paladins, druids, and sorcerers.
People should fear what is around the next corner, as I did in 2003.
The goal should be simple. Collect loot and find quests along the way. Nothing linear or area bounding.
Players fighting each other should be somewhat encouraged, but limited. This should be a cut throat dangerous fantasy world.
Players should be able to find loot that is actually cool, rare, and possibly unique.

I am so, so, so sick of how most maps are designed. Let me ask you a question:
What do most OT maps have in common?
Answer: They seem to be a bunch of little islands connected by insta-boat.
My vision is to have a single continent. A large map that you must walk around to explore. This is purely for aesthetics, however also implies less teleportation to destinations on the map and more walking.
People will fear what is around the next corner, because they had to walk all the way there to see that unknown land.

Inflation does not equal fun.
I do not see the point in having players reach ridiculous levels that weren't really designed to be reached.
Low EXP rates are the only way to go for serious custom maps in my opinion.

Pay to win should be abolished.
My vision is to only allow transactions which do not increase the ability of the player.

BOTTING, CHEATERS, AND BOTTING. What do we ever do about it?
Allow botting for fair playing grounds? Try to enforce punishments for botting?
What about multi-clienting?
What exactly does the common person want to see in a new OT?

End of rant here. Will likely add more in the future and respond to feedback.
 
I'd like to play a very very very casual server.
I want to play for only a few hours a week and still don't feel like I'm way behind the no-lifers and bot-users.
Highly unlikely I'd ever feel this way on a MMORPG. I feel this way with MOBA though, but it often doesn't get as fun as a RPG does.

Some ideas I had were:
  • Focusing on social aspect of game like making a democracy system or something to force people to make friends in-game
  • Making ability-based achievements like XP/H or very hard quests more important than total xp gain
  • Highscores for a bunch of other things like exploration (stepped in SQMs count), friends count, Killing in the Name Of, variety of monsters killed, account lvl, number of quests, total damage and so on
  • Better use of spells elements and some kind of spell upgrading/temp boost system
  • Not boring daily tasks

In a nutshell, stop the grinding (at least diversify it).
 
I tried making an entire world, turns out making it by hand with the is hard and takes a lot of time, at this point you're better off making your own game. Maybe I'm just slow but I resorted to making a cool big city with ways to get to different "maps" because making something this big is just too time intensive.
 
I'd like to play a very very very casual server.
I want to play for only a few hours a week and still don't feel like I'm way behind the no-lifers and bot-users.
Highly unlikely I'd ever feel this way on a MMORPG. I feel this way with MOBA though, but it often doesn't get as fun as a RPG does.

This has to be the most relatable post I've seen in a long time. I feel the same exact way and that is why I don't play much tibia. Not to mention the normalization of bots and multiclient being implemented into the play style of servers has ruined the mental ability to enjoy a classic server.
 
Well then you'd have to yeet vertical progression out the window. Dunno how to do that if you get locked into a vocation from the start and only way to really get stronger is grinding levels until infinity.

Dumbest comparison ever but in Forza Horizon 5, I'm often just drifting around the map and gaining levels, but that doesn't make my cars faster in races, I mostly just have to git gud. But in Tibia, all you can do is kill a bunch of monsters and then voila you get a fuck ton stronger. You also don't get different cars, just the one that's kinda got a sprite that looks like it was for your $VOCATION with level $CURRENT_LEVEL and it has n+2 attack where n is the attack of your previous weapon 💀

I'm trying to make something for filthy casuls but you pretty much have to mess with every mechanic in this game. Who knows if it's even gonna be fun lol
 
Well then you'd have to yeet vertical progression out the window. Dunno how to do that if you get locked into a vocation from the start and only way to really get stronger is grinding levels until infinity.

Dumbest comparison ever but in Forza Horizon 5, I'm often just drifting around the map and gaining levels, but that doesn't make my cars faster in races, I mostly just have to git gud. But in Tibia, all you can do is kill a bunch of monsters and then voila you get a fuck ton stronger. You also don't get different cars, just the one that's kinda got a sprite that looks like it was for your $VOCATION with level $CURRENT_LEVEL and it has n+2 attack where n is the attack of your previous weapon 💀
whatever
I'm trying to make something for filthy casuls but you pretty much have to mess with every mechanic in this game. Who knows if it's even gonna be fun lol
If you'd like to do something for casuals, yeet out the window the idea getting stronger the only way to play.
The thing is having fun. Whenever I think about "getting stronger" at Tibia the image coming into my mind is: mindlessly killing dumb creatures for hours for days for months for years. Get off.
I want to gather with players to speak non sense and laugh for 30 minutes.
I want to do experiments with hunting strategies.
No, I don't want to collect items, mine, craft or whatsoever to make different items. It should be eased out so I could have a big range of possibilities of spells, items, runes, buffs or whatever. I'd have a lot more fun being able to do twice as much xp/h even though supplies for my strategy would run out quicker than traditional strategy.

Something I always had in mind but forgot on last post:
  • Roguelike dungeons.
I've never seen any server doing anything like it. MAN it don't need to be complex like really doing the map generation. Just do chunks of maps connected by teleports on north south east west and on each dungeon load change where the teleport points to. Easy scripting.
Could do a bunch of things on such a place like hunts, quests and timed events.
 
I'm working on a project that includes many aspects that you all have mentioned. ("democracy system", seriously? are you stealing my ideas? hahaha)
We'll incorporate crafting and gathering systems, bosses, new balanced classes (encouraging players to reunite in a party for farming), castle contest, town contest, and a very slow experience rate, with probably a level limit, so players won't get very behind old players. The purpose is to focus on the social aspect, not never-ending grinding for items or equipment, although we'll have a little bit of that since it's part of the whole MMO experience.

If any of you want to contact me to know more about it, or maybe gather up, please contact in Discord (Oserc#1598)
 
If you'd like to do something for casuals, yeet out the window the idea getting stronger the only way to play.
The thing is having fun. Whenever I think about "getting stronger" at Tibia the image coming into my mind is: mindlessly killing dumb creatures for hours for days for months for years. Get off.
I want to gather with players to speak non sense and laugh for 30 minutes.
I want to do experiments with hunting strategies.
No, I don't want to collect items, mine, craft or whatsoever to make different items. It should be eased out so I could have a big range of possibilities of spells, items, runes, buffs or whatever. I'd have a lot more fun being able to do twice as much xp/h even though supplies for my strategy would run out quicker than traditional strategy.

Something I always had in mind but forgot on last post:
  • Roguelike dungeons.
I've never seen any server doing anything like it. MAN it don't need to be complex like really doing the map generation. Just do chunks of maps connected by teleports on north south east west and on each dungeon load change where the teleport points to. Easy scripting.
Could do a bunch of things on such a place like hunts, quests and timed events.
Working on a very promising server which will include lots of the stuff you mentioned as well.

Some things worth to mention:
-The exp is partly based on the amount of players who reached certain level. (For new players and casuals to reach up faster to those who nerds the leveling progress)
-Doing dungeons and not just mindless botting you actually recieve major and well needed charms and charm parts required for your character to be able to stay strong enough to handle certain mobs and quests.
-Spells and spellupgrades are recieved through quests, hidden, mysteriandos. Rather than just lvl up.
-Upon killing bosses and rare mobs (in spawns) you recieve a random (shitty or awesome) bonus which can be placed down on your equipment, hopefully we will see a lot of trading and interaction however between players to create a stronger community since the upgrade/bonus is very individual/special to the type of character you want to play out as.
-Missions which requires you to actually play, unfortunately grinding/plain killing mobs sometimes but usually it requires more thinking in order to progress.

This server has surely kept its glory of mindless grinding but with a twist of requiring you to actively encounter quests, missions & dungeons to stay able to hunt within your level and for those who takes it a step further and teams up, trades or simply just engages with the community should benefit heavily from it. Click my banner to join the discord. Gamefate already got a big audience waiting for its release and we're getting there pretty soon.
 
What about the basic stuff? Is it enough to remove level from damage calculations or does everything needs to be done from scratch? How would vocations work? They are way too limiting, is it fun if you remove them (it probably is)? How do you "build" your character then? I can only come up with tacking on some kind of character attributes... Items as they are don't have nearly enough variety and items work more like in Diablo or PoE was pretty hard last time I tried because of how the code is structured, is there a way around that?

Like, I know exactly what y'all trying to do and I think my idea is pretty close but the game doesn't quite do what I need it to and I'm really having trouble designing that shit within all the constraints Tibia's client has and now I'm angie 😡
 
This thread was aiming at a simple classic Tibia experience, but with non-cip maps. Please do not advertise your other projects here because this post is about my project, not yours. Have some respect.
 
Don't ask questions on the discussion board then?? You've posted some vague goals and ideas and a bunch of sand, do you want to discuss making a server we all want to play or is it your private devlog and we're supposed to fuck off because I don't see anybody actually "advertise", only people "working on" something and sharing their thoughts?
 
This thread was aiming at a simple classic Tibia experience, but with non-cip maps. Please do not advertise your other projects here because this post is about my project, not yours. Have some respect.
Bro, if I wanted to advertise my project, I wouldn't chose your post to do so.
 
I will probably add more to this discussion/rant as I think of it. Feel free to post opinions, ideas, hate, or love. I'll read it all.
[...]
What exactly does the common person want to see in a new OT?
I'd like to play a very very very casual server.
[...]
In a nutshell, stop the grinding (at least diversify it).

@Cadyan I'm sorry if in all we have said here you could take nothing for youself.

I will, however, take the time to give some inputs from the very casual players about your own descriptions:
Inflation does not equal fun.
I do not see the point in having players reach ridiculous levels that weren't really designed to be reached.
Low EXP rates are the only way to go for serious custom maps in my opinion.
Yes. Ridiculous levels aren't reasonable.
You know what isn't reasonable as well? Spending 10~30 hours on the same dungeons to be able to resist the next place.
I DO WANT to see your content. NO, I DON'T WANT to be 300 hours with you.
I want the feelings I had when I first explored tibia back in 2003, awed by a huge world with many mysteries unsolved.
No way, sorry. We were all kids. Kidos awe for everything. Just accept this fact.
Pay to win should be abolished.
BOTTING, CHEATERS, AND BOTTING. What do we ever do about it?
I don't care about those AT ALL. I'm casual player, remember? I don't intent to be on top #1.
I am so, so, so sick of how most maps are designed. Let me ask you a question:
There is nice maps out there. Maybe you are a person who believes only your own creativity is worthy?

Anyway, digest the idea of Roguelike dungeons. I'd love to try it. (or anyone who ever do this PLEASE PM ME for me to try it - so you don't advertise on his topic)
 
I wanted to discuss working on a new project with someone.
The only direct question I actually asked was how people feel about dealing with cheaters.
If I wanted to hear about other peoples ideas, I would visit their boards.
I want to make a SUPER simple OT. Nothing very game changing.
I described exactly what I am aiming to do.
Not sure why you are all trying to sound so smart. I told you I am doing it for fun.

If you want to discuss what I have in mind, feel free.
 
Same old same old questions, leading...? nowhere imo. Just take your own unique ideas and smash them together and avoid following the typical OpenTibia-concept and I believe people will enjoy it more and so will you creating the project as you will run into challenges like never before. "Simple OT" hmm... Another one of those I'm thinking when I hear this.

All luck to you though man!!
 
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