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An idea of a custom server

Ramirow

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Before I progress further into my project I wanted to tell everyone the ideas I have so far..So I can gather some feedback to improve the overall idea of the server, so here it goes!

º. Well, the server will have it's own client (With some remade tibia sprites and some new items, monsters)
º. A vocation tree, let me show it to you with this image:

j4L3BV.jpg

Basically, what we have here is an starter class named Adventurer, with 3 main classes to choose from based on melee (Mercenary), magic (Magician) and speed (Rogue).

After you have your main class, you have basically 2 different pathways to choose from. Let me detail them.

--Melee Based--

Berserker: Focuses on high damage, can equip the most devastating weapons to crush their foes, the Berserker loses his mind while he's in a battle, it's their natural way to settle things down..He may be powerful, but pays little to no attention in defending himself, making him less likely to survive as long as their melee counterpart. Has a basic healing magic knowledge and a wide variety of melee techniques. Advances faster in any melee skill than any other class.

Paladin: Focuses on absorbing damage, can equip the finest of the armors in order to deflect all the damage he receives. He may be sturdy, but pays little to no attention in inflicting serious damage, making him a hard foe to bring down but safer to engage with when he's alone. Has a decent healing magic knowledge, a basic support magic skill and a poor variety of melee techniques. Advances faster in shielding skill than any other class.
They can absorb some damage from magical attacks too.

--Magic Based--

Wizard: Focuses on extremely high damage, can cast the most terrifying elemental spells. That may sound incredible, but years of exhaustive magic training left no time to train the body. He may deal extreme damage, but he's body is very fragile, if they don't bring their enemy down quick they could be wiped out with a couple of sword slashes. Has a good healing magic knowledge and an amazing elemental magic skill. Also, it's the only vocation capable of casting Obscuru type spells.
Advances faster in magic level than any other class. (Except for Priest)

Priest: Focuses on supporting others, can heal a group of players with an astonishing ease. Same as his magic cousin, strong mind, weak body. The priest, instead of concentrating in raw destructive power, he turned himself into the holy path, developing new ways to help others. Has an amazing healing magic knowledge and a decent elemental magic skill. Also, it's the only vocation capable of casting Holy type spells.
Advances faster in magic level than any other class. (Except for Wizard)

--Speed Based--

Assassin: Focuses on fast combat, doesn't have the strenght of a berserker, not even the sturdiness of a paladin. An assassin's combat style is based in pure speed mixed with deadly poison, drunk and stun status afflictions. They are well trained also, mind and body are perfectly synchronized to make him a deadly opponent. Has a decent healing magic knowledge and the most deadly combat techniques.
Has the highest attacking speed of all classes.

Archer: Focuses on distance combat, doesn't have the speed of an assassin, but has the ability to damage foes from afar. An archer's combat life is basically hit and run. He has a similar training to his melee cousin, but due to the fact that a shield cannot be used makes him fragile in close combat. To counter that, the archer has developed an amazing skill with the bow, his arrows are so fast that can pierce trough any armor. Has a decent healing magic knowledge and has the ability to deal damage from a distance.
Advances faster in distance fighting skill than any other class, also, has a good attacking speed.

---------------------------------------------

º. The spells are totally new, they require learning, which is achieved with the use of Materia. Basic Materia (Cure, Fire, Thunder, etc) are rather easy to find, other's don't (Fire 2 and 3, Thundara, Luminaga, etc). For example, the Fire type spells:

Fire, Fire 2, Fire 3
Fira, Fira 2
Firaga

And three main Healing spells:

Cure
Cura
Curaga

(The spells are based on ff series)

º. The server will have an independent history for each class. And a lot of side stories that come along with side quests to unlock new places to travel and explore. And who knows, maybe even find secret artifacts spread all over the world!
º. A tutorial island, similar to rookgard, to start your Adventurer career and get used to this new world.


So, that's what I am doing so far, I would like to hear some constructive feedback!
 

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What makes or breaks a great rpg server is it's story line. An rpg server should revolve around the story with most of the environment and interaction throughout the game. For example: The story is about an evil force taking over the world - Quests revolve around this and at some point within the story you can choose to join the darkside or fight it => each decision leading to different quests etc.

Of course small non directional quests are needed. Those that are just "errands" and/or small reward quests that give variation from a linear quest system. Variation prevents boredom to some extent.

Regarding vocations.. what you have is good. What people fail at is have like 10 classes to choose from and this is just rediculous.. But the way where you choose magic based etc is nice. Just remember to follow the similar stats that cipsoft used on promotions and the same ratio as you want to keep it as balanced as you can (and cipsoft if pretty much there in some respect). Balancing also refers to the spells also. This is very hard to compare with as melee fighters would hit hard as a single blow or similar, whereas mages have an arsenal of spells which can be used to combo.. Remember that!

Also rpg servers can lose players quickly due to mass boredom. (most rpg's aren't pvp yet they are Optional pvp.) So the "fun" lies among the environment and quests basically. Make sure to include frequent raids and entertaining events for the players. And not events like tetris or football.. More like Last man standing (but monsters attack - waves) or some sort of war in which there are 2+ groups.. E.g. 4 teams fighting each other. Maybe attempt to create a system that !pvp on (or something) enables pvp with the player and it has an exhaust of let's say 30 minutes? - to prevent abuse- And if players have this option enabled they get a little symbol by there name. Pretty straight forward.

The tutorial island is good, because most players will feel lost as they are not used to the map etc. Just refrain from throwing too much at them right at the start. Start small end big. Then you will witness a gradual shared knowledge of the servers features. Have an option to skip the tutorial island (at a cost of say 1/2 experience for the next hour?) or something like rewarding those who do complete it with some money and experience.. you decide (just for those who don't want to spend time, or even have other characters).

That reminds me, regarding exp. Keep it low.. 1-8x i would say. Tho if like me, and you are making all new monsters or editing all stats then exp rate does not matter as you would of configured the exp given from the monsters specifically.

A major role in rpg is the map. Keep the map nonstandard and with a nice flow and your players will learn it easily and be happy with their play.

regards

p.s. i have probably missed quite alot as there are so many things to be sure of but you get the idea.. :)

//Ghostx
 
What makes or breaks a great rpg server is it's story line. An rpg server should revolve around the story with most of the environment and interaction throughout the game. For example: The story is about an evil force taking over the world - Quests revolve around this and at some point within the story you can choose to join the darkside or fight it => each decision leading to different quests etc.

Of course small non directional quests are needed. Those that are just "errands" and/or small reward quests that give variation from a linear quest system. Variation prevents boredom to some extent.

Regarding vocations.. what you have is good. What people fail at is have like 10 classes to choose from and this is just rediculous.. But the way where you choose magic based etc is nice. Just remember to follow the similar stats that cipsoft used on promotions and the same ratio as you want to keep it as balanced as you can (and cipsoft if pretty much there in some respect). Balancing also refers to the spells also. This is very hard to compare with as melee fighters would hit hard as a single blow or similar, whereas mages have an arsenal of spells which can be used to combo.. Remember that!

Also rpg servers can lose players quickly due to mass boredom. (most rpg's aren't pvp yet they are Optional pvp.) So the "fun" lies among the environment and quests basically. Make sure to include frequent raids and entertaining events for the players. And not events like tetris or football.. More like Last man standing (but monsters attack - waves) or some sort of war in which there are 2+ groups.. E.g. 4 teams fighting each other. Maybe attempt to create a system that !pvp on (or something) enables pvp with the player and it has an exhaust of let's say 30 minutes? - to prevent abuse- And if players have this option enabled they get a little symbol by there name. Pretty straight forward.

The tutorial island is good, because most players will feel lost as they are not used to the map etc. Just refrain from throwing too much at them right at the start. Start small end big. Then you will witness a gradual shared knowledge of the servers features. Have an option to skip the tutorial island (at a cost of say 1/2 experience for the next hour?) or something like rewarding those who do complete it with some money and experience.. you decide (just for those who don't want to spend time, or even have other characters).

That reminds me, regarding exp. Keep it low.. 1-8x i would say. Tho if like me, and you are making all new monsters or editing all stats then exp rate does not matter as you would of configured the exp given from the monsters specifically.

A major role in rpg is the map. Keep the map nonstandard and with a nice flow and your players will learn it easily and be happy with their play.

regards

p.s. i have probably missed quite alot as there are so many things to be sure of but you get the idea.. :)

//Ghostx

That was really a feedback! Thank you for your time Ghostx :) I'll have those things in mind, also I'll test all of the vocations and compare them in pvp (From lower levels to mid, and then high) to make sure every class stands a chance against another. And, ofc, test every class against the environment.

Yeah, the exp will be custom, I mean, the monster will have different experience than Cip's Tibia (At least most of them).
And the vocations are similar to cip's in most terms (Level gains, regen) and they differ totally with the spells, so that's one thing I'll keep in mind and test it a lot.

Thank you!
 
I don't like that you took spell names from Final Fantasy. I mean, the ideas are cool, it's just if you're going custom make it custom ya know? just my opinion.

And another thought is that you're going to need to show great screens to get people willing to dl a client. People don't prefer that. At least from my experiences.
 
I get your point in the spell names, but I wanted to get all the elements and various spells for each one. So FF came to my mind, as it was easier to name them, for example, Fire, Fire 2, and so on. Rather than make something like, Lesser Flame Strike, Flame Strike, Great Flame Strike, Flame Blast, Greater Flame Blast and Flame Explosion (As an example to, fire, fire 2, fire 3, fira, fira2 and firaga) I thought that way the spell names were going to be too long and confusing.

And for the client, well, it was the only way to introduce materia, since I need 6 different materias for all the Fire spells without counting the others..It was going to be a pain to rename some items in the original .spr for all the materias I needed and most of the original sprites wouldn't suit the materia's shape.

But thanks for your comment, I'll take everything into consideration, mainly the spells part. Thanks!
 
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