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Any good examples of an OT with "craft"-skills? Mining, Crafting, Tailoring, etc:

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Any servers solved it and made it work out decently? How did you/they create the skillsystems and abilities?


Anyone played and tested and have any good/bad to say about it?
 
I played on few servers with these systems, I remember Necronia and Ascalon have got these systems.
 
Archlight has mining fishing and farming. Grow your own plants and crops on your own farmland etc
 
Archlight is pay to win, RC is a more suitable choice. Just my opinion.
 
Anyone played and tested and have any good/bad to say about it?

Archlightonline opinion.

Their scripts and everything is working. I advice you to go and test it yourself and see.

The downsides are that its so annoying to actually mine. Because he made it so monsters spawn when you mine.
This is fine, but he even made it worse by giving thoose monsters invisibility and tons of hp.

If you are going to make a minery instead of scattering nodes over the world.. Atleast make me want to go and mine. Thoose monsters are just gay, if you arent a sorcerer you got no buisness in minery.
Next.. You should actually make whatever you mine usefull. In archlight you mine.. Get some rocks, then you need to farm Gems(Quartz). And finally you can actually get something out of your time. (This whole prosess can take 1minute to a day depending on luck and aviability of rocks.(again because he made a minery instead of spreading nodes in the world). Not including the 1 hour+ you need to farm to get a better pick.

What i got after 3 hours:
3 upgrader stones.

Farming on Archlight is very well made, kinda like it and its fresh. Only downside is when the server restarts. Because you need to water your seeds again.

Ascalon opinion:
On ascalon every node is scattered over the world.. In spawns, on mountains, in caves, everywhere! Just mark it on your map and the next time you come. Its 99% chance you can mine it again, because the area is not restricted to some small narrow corridor like cave with a bunch of obstacles. So its very likely that it has respawned even if someone else was there before you.

The ores you mine are actually core items for almost everything. With theese ores you can actually "CRAFT" items.. You can get crafting recipes from quests and bosses that you can use to upgrade your weapons. Crafting was one of the main features and it was almost a must have. People begging you to upgrade their weapon, because it's very time consuming to level crafting but in the end there is a high reward waiting for you.


My advice to you if you want to make a mining system.
1. You would want to scatter nodes all over the map. So people actually need to look for them.
2. You can and should make it a little grindy.. But don't make it annoying like archlight has. No invisible monster and don't add 10x more hp to the monsters compared to any other monster in same "level range"
3. Whatever you mine should have a use, a resource should be used and mined over and over. Not just for 1 item and never care anymore.
4. The player should be the one crafting, Not some npc.
5. Make it usefull for PvE and PvP. (Items). Give the players the motivation for mining and/or crafting.
Hope you get a nice idea of how it should be done. (In my opinion).
 
https://otland.net/threads/the-walking-dead-server.239922/
A lot different than your traditional tibia server tho..

Will have contructing, de-constructing, mining, foresting, base building(Build your own damn base :D), crop growing, food cooking, grave digging. scavenging etc..... Currently in dev.. BETA incoming in a ~month.


Decided to make the move to OTC so we can make some nice looking pretty modules :) Keep an eye out !! Will be some never before seen OT stuff..
 
Any servers solved it and made it work out decently? How did you/they create the skillsystems and abilities?


Anyone played and tested and have any good/bad to say about it?

You can read about how we made such skills on Necronia here. There are also 2 videos on youtube showing the blacksmithing/lumberjacking tutorial.
 
Thanks for all the great answers! :)

@Saitohimea , Has the use of mining and crafting become a big part of the economy/gameplay or is it more of a fun feature to play around with?

I'm thinking about having a 'Citizen' Vocation that is unchanged from a character without vocation but with 10-20x more carry weight. Ideal for Depot/Trade-characters or just item-holders.

The main job to do with the Citizen would be to run as a mule from A to B to make a constant and steady profit. Example:

You buy 500 tradeitems(something making use of all that capacity so that other vocations cannot do it as easily) for 1000 gold at point A. Then you run for 1-10 minutes to point B and sell 500 tradeitems for 1050gp. This way you only earn 50gp per run, making it useless to do it manually. You could however do it using a bot/macro, but you will always risk losing all the tradeitems if dying(worth 1050gp).

Perhaps it should only be possible once every 24h aswell. So if a Guild has 10 members, all with a 'Citizen' character that have enabled Mining/Trading(the 'Runs') for a fee can go pickup a daily reward but they will have to do it together protecting eachother.

Citizens will be like someone without vocation and can never outrun players nor hard monsters.

Crazy or genius idea? Possible? Impossible? :P
 
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