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7.4 ots idea

Nowytony

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Joined
Mar 11, 2025
Messages
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create harder 7.4 ots with things to do and not like this easy shit ots nowadays with 1x where u kill dragon easily after 1 week

to simulate hardness of the past we need something harder beacuse we are more experienced and we have knowledge plus we lack lags that we had back then.

so:
0.25x exp, skills, magic level
regen 1x
loot 0.25x
gold drop 0.25x
items that can be upgraded for money for like +1 dmg/ or +1% crit chance to create money sink (of course each upgrade would be harder) but dont make it to op.
make monsters stronger and faster (so giant spider can catch u easily and kill u like little beach u are) - i propose making monsters 30% faster, 30% more dmg, 30% more hp. defense can stay the same
 
Nah, these numbers are too high, what are you, some casual player?

0.15x exp, skills, magic level
regen off
loot 0.1x
gold drop 0.2x
increased prices of potions, runes and ammo for gold sink
monsters 40% faster, 35% more dmg, 50% more hp, 15% more defense
50% less movement speed per level
all haste spells removed
mana shield removed
 
Nah, these numbers are too high, what are you, some casual player?

0.15x exp, skills, magic level
regen off
loot 0.1x
gold drop 0.2x
increased prices of potions, runes and ammo for gold sink
monsters 40% faster, 35% more dmg, 50% more hp, 15% more defense
50% less movement speed per level
all haste spells removed
mana shield removed
With gold drop this high economy would be ruined after few days, nothing would be worth anything anymore.
 
Use Your Own Engine Because TFS and Canary and any old Rev got fully Bugs and players can cheat on the game :D
 
Nah, these numbers are too high, what are you, some casual player?

0.15x exp, skills, magic level
regen off
loot 0.1x
gold drop 0.2x
increased prices of potions, runes and ammo for gold sink
monsters 40% faster, 35% more dmg, 50% more hp, 15% more defense
50% less movement speed per level
all haste spells removed
mana shield removed
i very much like your idea but it would be to hard for noobs. Not for nowytony of course.
 
create harder 7.4 ots with things to do and not like this easy shit ots nowadays with 1x where u kill dragon easily after 1 week

to simulate hardness of the past we need something harder beacuse we are more experienced and we have knowledge plus we lack lags that we had back then.

so:
0.25x exp, skills, magic level
regen 1x
loot 0.25x
gold drop 0.25x
items that can be upgraded for money for like +1 dmg/ or +1% crit chance to create money sink (of course each upgrade would be harder) but dont make it to op.
make monsters stronger and faster (so giant spider can catch u easily and kill u like little beach u are) - i propose making monsters 30% faster, 30% more dmg, 30% more hp. defense can stay the same
ppl wont play no one have time to play it in the way we used to
 
create harder 7.4 ots with things to do and not like this easy shit ots nowadays with 1x where u kill dragon easily after 1 week

to simulate hardness of the past we need something harder beacuse we are more experienced and we have knowledge plus we lack lags that we had back then.

so:
0.25x exp, skills, magic level
regen 1x
loot 0.25x
gold drop 0.25x
items that can be upgraded for money for like +1 dmg/ or +1% crit chance to create money sink (of course each upgrade would be harder) but dont make it to op.
make monsters stronger and faster (so giant spider can catch u easily and kill u like little beach u are) - i propose making monsters 30% faster, 30% more dmg, 30% more hp. defense can stay the same

Im going to run a "friends and family" oldschool ot this year probably, so i've thought about this a lot.

I think i would need some kind of "catch up" or "slow down" mechanic so that powergamers don't get too far ahead when im making 'casual' features/changes.

I was thinking rather than changing rates (small numbers suck to look at) instead i would modify the amount needed directly
level/skills would initially grow faster than rl but quickly start requiring more than rl
Loot would stay the same rate, but their worth would be less and npcs would be more expensive to buy from, too. Again, lowing the rates would just be boring, killing 10,000 hydras for 1 boh is not fun, it's mental illness.

to simulate the "danger of the unknown" i would have to rely on a promoted monster system, some sort of ambush system and some sort of dynamic world change system. Danger should lurk around every corner, it's essential for that oldschool feeling.

I've also thought about gating spawns behind quests and tasks and also random spawns becoming empty on random days to force players to explore and try new places, or just do different things. (this may tie-in with world changes)
 
Making version 7.4 harder (as if it needed that at all), and doing it in such a stupid way like setting extremely low rates or gate-keeping spawns behind a quest, is just pathetic and doesn’t even address the core problem.

Ban account sharing, invest in a proper anti‑cheat solution, track black‑market transactions (every sale/purchase not backed by an item/cash earned IN‑GAME treated as an out‑of‑game transaction).

You’ll see that you won’t have 200‑level mages even after 5 years of gameplay. Probably no players at all, but yeah.
 
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