Aegon Targaryen
@iagopuma
War Server Design Decisions — Seeking Honest Community Feedback
General Discussion / Game Design
General Discussion / Game Design
Hey OTLand,
I have been working on a PvP-focused war server running on 8.60 and currently testing core design decisions before a wider release. Rather than launch and patch reactively, I want to get community input on a few choices that genuinely cut both ways. No hype, just questions where I am legitimately unsure about the right answer.
The Format at a Glance
- 8.60 client, two fixed teams: Blue vs Red
- Shared team accounts — everyone on Blue logs in with the same credentials, same for Red
- All players spawn at level 50, fully geared per vocation, ready to fight immediately
- Death respawn in 2 seconds, full inventory restored + supplies. — reset to level 50.
- Kill reward: 50,000 gold | Assist reward: 20,000 gold
- Equipment tiers upgrade automatically at lv 60, 100, 150, 200, and 300
- Friendly fire disabled - MC XP disabled.
- Global kill streak broadcasts at 5 / 10 / 15 / 20 / 25 kills (KILLING SPREE through BEYOND GODLIKE)
Five Design Decisions I Want Feedback On
1. Shared accounts vs individual accounts
Shared logins mean zero barrier — you pick a side and you are in. But some players dislike that there is no personal character ownership. Would individual accounts (with team-lock on login) feel more meaningful, or does that friction kill the arcade spirit this format is going for?
2. Automatic equipment tiers vs manual gearing
Gear upgrades happen automatically at level thresholds. Nobody has to grind gold or visit an NPC to stay competitive. The tradeoff is that it removes a small layer of player agency and the satisfaction of manually upgrading. Which system feels more rewarding to you in an arcade war context?
3. Global kill streak announcements
Broadcasts like GODLIKE and BEYOND GODLIKE create hype moments but also spam the chat when the server is active. Should they be filtered after a certain count, moved to a sidebar, or kept global exactly as-is?
4. Starting level: 50
Level 50 puts players immediately in combat with usable skills and spells, without the ceiling of high-level power gaps feeling too wide. Is 50 the right entry point, or would a lower floor (say 20-30) or higher floor (150-200) change the combat feel in a way that matters?
5. Web Client Accessibility vs. Competitive Fairness
WorldWar runs a fully playable web client at website — no download, no installer, just click and fight. Built on OTClient Redemption compiled to WebAssembly, it eliminates the single biggest drop-off point in OTServ onboarding: the friction of finding, downloading, and configuring the right 8.60 client. The question is whether that accessibility gain comes at a cost that matters specifically on a war server. WebAssembly performance is close but not native, and browser rendering pipelines introduce latency variables that a compiled binary simply doesn't have.
What I Am Not Asking
I am not looking for general "looks cool" replies. Rough criticism is more useful to me at this stage than encouragement. If one of these decisions sounds fundamentally broken to you, say so and explain why.
Server details are in my signature if you want to jump in and test before answering
Thanks for reading.
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