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Need opinions from old-school Tibia players — Lost Era 7.4

rapsoi

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Lost Era 7.4 — Trying to recreate real old Tibia feeling​

Hello everyone,

After spending a long time working on this project privately, I finally decided to make a post about it and hear what old-school players think.

The server is called Lost Era 7.4 and the main goal is pretty simple:

recreate the feeling of real old Tibia as closely as possible.

Not a modern server with retro sprites.
Not a fast custom server trying to look old-school.

I’m trying to bring back the slower, more tactical and dangerous gameplay that made Tibia 7.x special in the first place.

What the Server Focuses On​

Classic Tick-Based Gameplay​

A big part of the project is recreating the old action pacing from classic Tibia.

Movement, attacks, spells, runes, item usage, and combat timing are all being adjusted to feel heavier and more deliberate instead of modern and ultra smooth.

The idea is simple:
every action should matter again.

Positioning matters.
Timing matters.
Mistakes matter.

The server is intentionally designed to avoid the “spam everything while running” style modern servers usually have.

Retro Combat Feeling​

Combat is meant to feel closer to real old Tibia:

  • classic attack pacing
  • retro movement feeling
  • tactical PvP
  • slower and more dangerous fights
  • old-school rune usage
  • authentic paralysis feeling
The goal isn’t to make PvP frustrating, but to make it feel meaningful again.

7.1 and 7.4 Graphics​

One thing I added that I personally really like:

Players can switch between 7.1 and 7.4 graphics directly from the client in:

Options → Graphics

So if someone wants the older nostalgic 7.1 look, they can use it.
If they prefer the authentic 7.4 visuals, they can switch anytime.

Current Planned Rates​

Right now the planned rates are:

  • Experience: x2
  • Skills: x2
  • Magic Level: x1
  • Loot: x1
Mana regen and HP regen are already x2, so I decided to keep magic level progression at x1 to avoid making magic progress too fast.

I want progression to feel rewarding, but still keep that old Tibia feeling where levels actually mean something.

Possible Experience Changes After Level 110​

One thing I’ve been thinking about lately:

after level 110, slowly reducing the experience stages a bit.

Nothing extreme, but enough to slow down the very high levels and keep the server healthier long-term.

Mostly because on retro servers there’s usually a point where a few players start creating an absurd gap compared to everybody else.

I’m curious what people think about this idea.

Would you prefer fully fixed rates forever?
Or do you think lowering stages after a certain level could actually help balance the server?

Custom Stamina System​

I also made a custom stamina system focused mainly on balance and anti-botting.

The current idea is:

30h → 42h stamina

  • Full experience (x2)
14h → 30h stamina

  • 75% experience
0h → 14h stamina

  • 50% experience
  • No loot
The intention isn’t to punish active players.

It’s more about slowing down bots and preventing people playing 15+ hours every day from getting ridiculously ahead of normal players after a few weeks.

I’d honestly like opinions about this too because I know stamina systems can be controversial.

The Philosophy Behind the Server​

I’m not trying to reinvent Tibia.

I’m trying to recreate the feeling of an era where:

  • teamwork mattered
  • monsters were actually dangerous
  • PvP felt intense
  • upgrades felt important
  • and surviving certain situations actually meant something
Old Tibia had tension.
That’s what I want to bring back.

At this point I mainly wanted to start showing the project publicly, hear feedback from people who really enjoyed old Tibia, and maybe find others interested in contributing or participating somehow.

Would love to hear opinions, criticism, ideas, or suggestions from the retro community.

Thanks for reading <3.
 
my friend this is like 208th attempt at an old school server.
you can pick and choose between whatever you want;
tibiantis with lifespan that should have ended 5 years ago, but alas reboot a la non pvp (mashallah)
miracle with more dollars in the economy than gps (lets go hitting 250+ in pvp as ek with just melee)
valantis with corruption and ghost players (its ok they have dungeons)
project fibula with manodepressive staff (but ericpsykik!!!!!!!)
its not tibia thats the problem or the client, its the owners and the players so just save urself some time and serenity and just abolish this project.
 
my friend this is like 208th attempt at an old school server.
you can pick and choose between whatever you want;
tibiantis with lifespan that should have ended 5 years ago, but alas reboot a la non pvp (mashallah)
miracle with more dollars in the economy than gps (lets go hitting 250+ in pvp as ek with just melee)
valantis with corruption and ghost players (its ok they have dungeons)
project fibula with manodepressive staff (but ericpsykik!!!!!!!)
its not tibia thats the problem or the client, its the owners and the players so just save urself some time and serenity and just abolish this project.
I know, and now comes Project Antica, but all those servers are good projects, and each server has its own audience. I love that style of server, but they're all x1 experience, and for me, that's very tedious. That's why I want to continue with this project, which will be x2 experience for those who want something a little faster.
 
either make 1x forever or 2x as exp stage on long term low rate isnt working well it feels dogshit to progress character just to make lower numbers on spawn
 
Don't think in experience/skill stages/boosts; it's useless. Keep everything at 1x if you can and adjust the game rather than the values.
Think what an outsider of Tibia would think, 2x EXP standard, what does that even mean?

Stamina is a game killer; you want players to be able to sweat for 15 hours straight, able to have the choice to rot behind their PC at night to gain more footing in the world compared to their opponent. With Stamina you make catching up to a person who has existed longer on the server impossible.

If you want to go for old school Tibia, think in a broader sense, yet simple, what other game can you compare with Tibia?
Chess! Live-action chess! Strategic, dire consequences, positioning, cunning. These all come to play in both games yet Tibia strayed away from it in later protocols, there is no RPG and Strategic mind left in Tibia, look at the wars, it's just supplies vs supplies.

Re-think systems and set your bar/standards high! Most servers add so many systems that open yet another module, another pop-up window.
Crafting by clicking on a button, resource gathering without struggle, even allowing rerolling equipment rolls, which I never understood in RPG's, gamifying all systems is what you do not want to do.

You also do not want 400 nodes or 200 vocations to choose from, these give the illusion for choice but in the end they are as shallow as can be, a bit more damage here, bit more resistance there, it's just easy thinking. Rather you want to think about what each vocation really is and should be, and heck you may even drop the vocations all together and allow anyone to become anything they want or a combination of those.

You want hardship as this creates the greatest rewards, and the greatest rewards are not items, it's the feeling of overcoming, the feeling of achieving something you could'nt before.

However players will complain about how hard the game can be and ask "wouldnt this or that be easier", people always want to take the shortest, easiest way to success, but it is your duty to stick to your game design, only than will it become something that is different from all the other same servers.


The greatest tip anyone can give you: Don't use yet another Real Map.
 
Don't think in experience/skill stages/boosts; it's useless. Keep everything at 1x if you can and adjust the game rather than the values.
Think what an outsider of Tibia would think, 2x EXP standard, what does that even mean?

Stamina is a game killer; you want players to be able to sweat for 15 hours straight, able to have the choice to rot behind their PC at night to gain more footing in the world compared to their opponent. With Stamina you make catching up to a person who has existed longer on the server impossible.

If you want to go for old school Tibia, think in a broader sense, yet simple, what other game can you compare with Tibia?
Chess! Live-action chess! Strategic, dire consequences, positioning, cunning. These all come to play in both games yet Tibia strayed away from it in later protocols, there is no RPG and Strategic mind left in Tibia, look at the wars, it's just supplies vs supplies.

Re-think systems and set your bar/standards high! Most servers add so many systems that open yet another module, another pop-up window.
Crafting by clicking on a button, resource gathering without struggle, even allowing rerolling equipment rolls, which I never understood in RPG's, gamifying all systems is what you do not want to do.

You also do not want 400 nodes or 200 vocations to choose from, these give the illusion for choice but in the end they are as shallow as can be, a bit more damage here, bit more resistance there, it's just easy thinking. Rather you want to think about what each vocation really is and should be, and heck you may even drop the vocations all together and allow anyone to become anything they want or a combination of those.

You want hardship as this creates the greatest rewards, and the greatest rewards are not items, it's the feeling of overcoming, the feeling of achieving something you could'nt before.

However players will complain about how hard the game can be and ask "wouldnt this or that be easier", people always want to take the shortest, easiest way to success, but it is your duty to stick to your game design, only than will it become something that is different from all the other same servers.


The greatest tip anyone can give you: Don't use yet another Real Map.
I really appreciate your opinion, seriously. You touched on a lot of important points.

What I personally want is to create something as close as possible to real Tibia from that era, not only in gameplay mechanics, but also in the client feeling, pacing, combat flow, movement, and overall atmosphere. The goal is not to create another custom server full of systems, windows, crafting menus, rerolls, boosts, or artificial progression mechanics. In fact, we are intentionally avoiding adding “custom” content because that usually ends up moving further away from what made old Tibia special in the first place.

About the x2 EXP: the idea behind it is simply to make progression slightly less tedious for modern players while still preserving the old-school feeling and danger. We are not planning skill stages, crazy boosts, or fast progression systems. The intention is still a slow and meaningful journey.

I also found your point about stamina extremely interesting, and honestly, I think you have a very valid argument there. Especially the part about allowing players to truly grind and create their own advantage through effort and time investment instead of artificial limits. I’m definitely going to rethink the stamina system after reading your comment.

And I completely agree with what you said about hardship and achievement. The best moments in old Tibia were never just about loot — they were about overcoming something difficult, dangerous, or risky with strategy and teamwork.

Thanks a lot for taking the time to write all of this. I’ll definitely give another thought to everything you mentioned.
 
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