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[Canada] [7.4] TibiaSucks (OFFICIAL LAUNCH)

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Server Website/AAC
https://tibiasucks.com
Server Address
tibiasucks.com
Server Port
7171
Client Protocol
7.4
20241107-0155-49.5278801-ezgif.com-video-to-gif-converter.gif
Working on some new content, beware the Crimson Dragon!
 
Client v1.3 has been released, check discord for file upload links, will be uploaded to website soon! A lot of QoL improvements, UI improvements.
 
I tried it , The name has it all "tibiasucks" Not for me. Defo not worth my time, but everyone value theirs differently. Not for me
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Thanks for destroying last 7.4 feature (skilling on monk/dwarf etc out of pz ofc). For now u can fake boost people count (everonone make xlog on trainers now) so now just keep going and make teleports for spawns nd add ofc some custom cities like Gengia, Pyre, Oken, Yalahar. Also just enable hotkeys and bot in client (anyway 90% of server own it).
All I can say, you are one of the most "own-server-destructive" admin I ever seen in my tibian life.
This project was realy so hopefull, diffrent than other p2w sh*ts like scape, soe, reale*, kast* and much much other tragic weekly servers, but you found out to get into bulldozer and ruin it.
But actually now I'll help you get what u want! I'll make 100x 8 lvl and xlog them on trainers, to boost your "PLAYER COUNT" :)
Will check skills in next 2/3 weeks, thank you for this possibility, very enjoyable
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PS
TibiaSucks server life.
1. Create ok server but with a lot of bugss
2. Open server
3. Tell everyone it is 7.4 tibiantis based server
4. Remove all 7.4 features
5. Ban 80% of server for reporthing very huge list of bugs (25 online to 3 online, [up to 10 when late night gm turn on some 1 lvls on rook idk why], daily same)
6. Add training monk room on 7.4 tibiantis based server
7. Fake increase player count again after bans from 3 to 30 by doing anty log out areas on server
8. Next move.... ? :D
Thats the main reason i xlogged. Destroyed the vibe, he added training monks LOL Ok Well you just swapped an active player for a robot thats gonna stand on afk, BUt that was dip set whole aim, have robots pump his online counter, rather than have active chats and server.
 
TibiaSucks making EK great again!
EK/RP damage buffed by 15%

#MakeEKGreatAgain!
 
Better rewrite it, 7.4 melee formula sucks
 
Better rewrite it, 7.4 melee formula sucks
With these new changes, players are reporting much more enjoyment with RP/EK.
It's kind of strange, but week by week the server count continues to grow, I'm actively dedicated, not only fixing small things, but improving the quality of gameplay overall for players on a daily basis. I firmly believe that over time, TibiaSucks will be able to provide the most fun, for the most amount of players. When it comes to things like balance, I do not take them lightly, I considered literally hundreds of options in regards to how to best balance these vocations, and I think with this most recent big update, we're ever-closer to achieving that.

EKs wont ever output as much damage as mages, they're not intended to, it wouldn't be fun, but they SHOULD be fun to play, it shouldn't feel like you're grinding rotworms until level 150. I am actively testing knights (and paladins to a lower extent) on plenty of spawns (existing and coming soon), and we're confident in the progress we've made, so I encourage you to check it out.

As always
#MakeTibiaGreatAgain!
 
With these new changes, players are reporting much more enjoyment with RP/EK.
It's kind of strange, but week by week the server count continues to grow, I'm actively dedicated, not only fixing small things, but improving the quality of gameplay overall for players on a daily basis. I firmly believe that over time, TibiaSucks will be able to provide the most fun, for the most amount of players. When it comes to things like balance, I do not take them lightly, I considered literally hundreds of options in regards to how to best balance these vocations, and I think with this most recent big update, we're ever-closer to achieving that.

EKs wont ever output as much damage as mages, they're not intended to, it wouldn't be fun, but they SHOULD be fun to play, it shouldn't feel like you're grinding rotworms until level 150. I am actively testing knights (and paladins to a lower extent) on plenty of spawns (existing and coming soon), and we're confident in the progress we've made, so I encourage you to check it out.

As always
#MakeTibiaGreatAgain!
The question remains, how many of the 'server count growing' are just MCs and people who are AFK 24/7 making runes inside the online training area with the auto runemaker bot you implemented? At least half of your online count is MCs and how many of the non-MCs are just people that either x-logged in the training area or are people that just left their PC on to use the auto runemaking system that you've added a while ago?

It's entirely up to players to decide themselves if they want to try the server to see if it fits them, but that doesn't mean you shouldn't at least give all the facts.
For most part the online players are fully afk. The exp rate is really high early on, same for skills & mlvl which skyrockets you through the early game, only to then eventually settle at 1x exp/skill/mlvl. So it's easier to catch up to a certain extent, but it's also pretty easy to just make a new character and start PKing people. Not that it matters a whole lot, considering almost everyone is just afk in the online training area anyway.

Players can stay online almost 24/7 automaking runes, you are allowed to use MCs, so for most part after letting your characters stay on for a while you will have an almost infinite amount of runes. It feels so strange to see a server that ends with 1x exp rate at 91+, but with a community that never really has to interact with anyone other player. No need to buy runes, just throw a runemaker in the fully safe fully afk online training area and you are good to go.
 
The question remains, how many of the 'server count growing' are just MCs and people who are AFK 24/7 making runes inside the online training area with the auto runemaker bot you implemented? At least half of your online count is MCs and how many of the non-MCs are just people that either x-logged in the training area or are people that just left their PC on to use the auto runemaking system that you've added a while ago?

It's entirely up to players to decide themselves if they want to try the server to see if it fits them, but that doesn't mean you shouldn't at least give all the facts.
For most part the online players are fully afk. The exp rate is really high early on, same for skills & mlvl which skyrockets you through the early game, only to then eventually settle at 1x exp/skill/mlvl. So it's easier to catch up to a certain extent, but it's also pretty easy to just make a new character and start PKing people. Not that it matters a whole lot, considering almost everyone is just afk in the online training area anyway.

Players can stay online almost 24/7 automaking runes, you are allowed to use MCs, so for most part after letting your characters stay on for a while you will have an almost infinite amount of runes. It feels so strange to see a server that ends with 1x exp rate at 91+, but with a community that never really has to interact with anyone other player. No need to buy runes, just throw a runemaker in the fully safe fully afk online training area and you are good to go.

I won’t call out any server by name, but let’s talk about one of the most popular 7.4 servers right now, which boasts 227 players online. Really high player count for retro server right?

However, a closer look shows:

  • Only 35 players are above level 40, with the highest being level 250. (15% of online players) It’s strange, isn’t it? With the top level being 250, you’d expect a more balanced level distribution, but that’s not the case.
Breaking it down further:
  • Of the 192 players below level 40, only 12 are knights and 4 are paladins. The remaining 176 (91% of the online players) are low-level sorcerers and druids, likely rune makers.
  • Even assuming that some of these are leveling “mains,” roughly 140 players are likely dedicated rune makers in the level 8-25 range. So, out of 227 online players, 61-66% are rune makers.

Now, about TibiaSucks:

Everyday, our average daily player count is increasing, and our community is consistently active on Discord, in-game chat, and trade channels. Yes, some players use multi-client (MC), but show me a server that fully blocks MC, and I’ll show you one that claims to block it. With multiple IPs, VPNs, and mobile hotspots, blocking MC entirely is nearly impossible, and why would I want to? Yes, I am publicly allowing players to run runemakers in trainers, but look at our top level distribution, this is beautiful: https://tibiasucks.com/?highscores

Top level is 98, followed by 97, 92, 90, 90, 89, 86, 85, 84, etc.

One thing I think is underappreciated to show the activeness of a server is the level distribution. If you have a server where the top guy is level 500 and the second player is level 120, well that's a dead server, you got one guy who grinded while the server is not active at all, whereas our distribution is ideal, showing active players.

TibiaSucks is about recreating the classic Tibia experience, nostalgia included. Many of our players are adults with full-time jobs. I’m not going to ask a 35-year-old with three kids to sit and manually make runes during his limited free time.

About x-logging and player counts:

Per FAQ #7 on OTServList: “Counting quit players (e.g., on trainers) is prohibited.” I follow this strictly and would never use non-logout tiles to artificially inflate player count. Our MC limit is set to 2, below the allowed limit of 4 on OTServList. Even though other servers (as above) mention absolutely no tolerance for multi-client, people still find a way around it.

As much as I would love to eliminate MC and have a game where you can play without limitations on one character, this is impossible. Realistically, if you could main a knight, and never have to rely on a druid for UHs, you would have to be so productive that someone who has a knight and maker would create so many runes it would crash the economy. With a MC limit of 2 IPs per player, I am confronting the reality of players being adults with limited time, and not forcing you to grind Rotworms at level 50 on a knight because you can't afford/obtain UH runes to go hunt scarabs. Go hunt your scarabs man, I got your back.
 
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I won’t call out any server by name, but let’s talk about one of the most popular 7.4 servers right now, which boasts 227 players online. Really high player count for retro server right?

However, a closer look shows:

  • Only 35 players are above level 40, with the highest being level 250. (15% of online players) It’s strange, isn’t it? With the top level being 250, you’d expect a more balanced level distribution, but that’s not the case.
Breaking it down further:
  • Of the 192 players below level 40, only 12 are knights and 4 are paladins. The remaining 176 (91% of the online players) are low-level sorcerers and druids, likely rune makers.
  • Even assuming that some of these are leveling “mains,” roughly 140 players are likely dedicated rune makers in the level 8-25 range. So, out of 227 online players, 61-66% are rune makers.

Now, about TibiaSucks:

Everyday, our average daily player count is increasing, and our community is consistently active on Discord, in-game chat, and trade channels. Yes, some players use multi-client (MC), but show me a server that fully blocks MC, and I’ll show you one that claims to block it. With multiple IPs, VPNs, and mobile hotspots, blocking MC entirely is nearly impossible, and why would I want to? Yes, I am publicly allowing players to run runemakers in trainers, but look at our top level distribution, this is beautiful: https://tibiasucks.com/?highscores

Top level is 98, followed by 97, 92, 90, 90, 89, 86, 85, 84, etc.

One thing I think is underappreciated to show the activeness of a server is the level distribution. If you have a server where the top guy is level 500 and the second player is level 120, well that's a dead server, you got one guy who grinded while the server is not active at all, whereas our distribution is ideal, showing active players.

TibiaSucks is about recreating the classic Tibia experience, nostalgia included. Many of our players are adults with full-time jobs. I’m not going to ask a 35-year-old with three kids to sit and manually make runes during his limited free time.

About x-logging and player counts:

Per FAQ #7 on OTServList: “Counting quit players (e.g., on trainers) is prohibited.” I follow this strictly and would never use non-logout tiles to artificially inflate player count. Our MC limit is set to 2, below the allowed limit of 4 on OTServList. Even though other servers (as above) mention absolutely no tolerance for multi-client, people still find a way around it.

As much as I would love to eliminate MC and have a game where you can play without limitations on one character, this is impossible. Realistically, if you could main a knight, and never have to rely on a druid for UHs, you would have to be so productive that someone who has a knight and maker would create so many runes it would crash the economy. With a MC limit of 2 IPs per player, I am confronting the reality of players being adults with limited time, and not forcing you to grind Rotworms at level 50 on a knight because you can't afford/obtain UH runes to go hunt scarabs. Go hunt your scarabs man, I got your back.
Regardless of the part where you don't have non-logout tiles, there are still enough players (and their MCs) that are full afk all day at the trainers. And this shouldnt really be a surprise since you added a runemaker/spell caster bot to the client. You can see the drop off of players after the server save has been completed. Up until everyone is back from work, school, sleeping or whatever, the player count is relatively low.

But hey, I wish you the best with your server. I just want there to be some truth for the players that want to try out the server, rather than the sugarcoat that is being written here to be completely honest.
Again, good luck hope you keep up the updates!
 
I think aslong you got that server name player base will stay kinda "low/medium"
Overall the server looks good
 
The question remains, how many of the 'server count growing' are just MCs and people who are AFK 24/7 making runes inside the online training area with the auto runemaker bot you implemented? At least half of your online count is MCs and how many of the non-MCs are just people that either x-logged in the training area or are people that just left their PC on to use the auto runemaking system that you've added a while ago?

It's entirely up to players to decide themselves if they want to try the server to see if it fits them, but that doesn't mean you shouldn't at least give all the facts.
For most part the online players are fully afk. The exp rate is really high early on, same for skills & mlvl which skyrockets you through the early game, only to then eventually settle at 1x exp/skill/mlvl. So it's easier to catch up to a certain extent, but it's also pretty easy to just make a new character and start PKing people. Not that it matters a whole lot, considering almost everyone is just afk in the online training area anyway.

Players can stay online almost 24/7 automaking runes, you are allowed to use MCs, so for most part after letting your characters stay on for a while you will have an almost infinite amount of runes. It feels so strange to see a server that ends with 1x exp rate at 91+, but with a community that never really has to interact with anyone other player. No need to buy runes, just throw a runemaker in the fully safe fully afk online training area and you are good to go.
people have 30 years and families not everyone is still living with their parents like you to spend 12 + hours online inside game people have life outside of this while there might be 20 people online at time the real player counter could be well in hundreds. because of work and timezones.
expecting a server to have loads of people online like tibiantis which has dedicated farms which are most likely some guy with 100 proxies and laptops inside his house xD truth is its 2024 there is plenty of amazing games coming out. not everyone dwells on this outdated game. truth is this game is a dying breed. you have so many Open world games that are single player like cyberpunk or even way better Multiplayer games that are way more skill based than tibia ( which is more knowledge based)
soon GTA 6 comes out u will see how many people will play on every other server
 
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Regardless of the part where you don't have non-logout tiles, there are still enough players (and their MCs) that are full afk all day at the trainers. And this shouldnt really be a surprise since you added a runemaker/spell caster bot to the client. You can see the drop off of players after the server save has been completed. Up until everyone is back from work, school, sleeping or whatever, the player count is relatively low.

But hey, I wish you the best with your server. I just want there to be some truth for the players that want to try out the server, rather than the sugarcoat that is being written here to be completely honest.
Again, good luck hope you keep up the updates!

Hey, thanks for the thread bump, but let's address the recurring misinformation here: the claim that we count X-logged players in our stats is simply false. That’s a serious accusation, and glossing over it with “regardless of this part” doesn’t do it justice. Like most servers, yes, we have players who leave characters in trainers. Many of us are adults now with commitments, and not everyone has time to grind all day. Realistically, our community balances gameplay with life outside the server.

Our player count continues to grow, and at this very moment (15:37), we have 47 players online. No, it’s not 250, but player count is relative, and our numbers are trending up. I have openly communicated the reasons behind our choices, including the addition of a built-in runemaker, trainer, and dedicated training area. Our community appreciates the transparent, accessible experience we offer. I don’t sugarcoat; we stay upfront about what TibiaSucks is and isn’t.

For those interested in a 1x grind server where you’d need to sacrifice your job or relationships just to stay competitive, this might not be the place for you.

Here’s what TibiaSucks is not:
  • It’s not a server where you need to spend hundreds of dollars each week to stay afloat.
    • I know for a fact some servers, the top players have a reoccurring expense of $400 weekly to buy GFBs
  • It’s not a place where you have to account-share to be on top of the high scores.
  • It’s not for those seeking to farm crystal coins to meet IRL expenses.
    • Sad, but true, some third world country players don't play for fun, but to feed their family.
TibiaSucks is for those seeking enjoyable, nostalgic gameplay. Our community is here to have a good time, whether unwinding after a hard day at work, a long day at school, or just recreating the spirit of the early 2000s.

So, here’s the bottom line: you either vibe with TibiaSucks, or you don’t. Those who do are here, and those who don’t have other options.

To those reading this: we’re setting new records here with absolutely zero spoofing, a strict one-MC limit, and a very active community. And we’re not stopping anytime soon.

#MakeTibiaGreatAgain

Btw: I spoke too soon, hitting new records almost daily.
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sucks name for the server xD
I'm proud of the name TibiaSucks! Everytime I see it, I am reminded why I got into OT development to begin with, because Tibia Sucks!
This server is my attempt at fixing the core issues of why TibiaSucks and to #MakeTibiaGreatAgain
 
One thing we’ve been working on is improving 7.4 follow/attack system. It seemed during real 7.4 system there were built in delays, almost as if the system had to verify you were ready to follow or ready to chase attack, we’re very close to perfecting a “snap” style follow/chase attack system where if you are the same speed as someone else, you should be able to keep up with them, no more, no less. Something I’ve noticed on most servers is chase attack almost seems broken and you somehow gain what seems like more speed when chasing a map clicking player. This should be fixed fairly soon here, and work in a very intuitive manner.
 
Nice to see you actually heared out players and started to fixing balance. Tested this knight, works little bit better than before, but what would work best is rework of output damage with certain limits, to boost your average damage instead of boosting your max dmg, which just makes a higher gap between min (which is 0) and max, that does not guarantee overall damage will be actually better on 7.4 base formulas (if you use them).

And attributes are kinda strange. I rolled out + 1-1 energy damage on shield(???).
 
Nice to see you actually heared out players and started to fixing balance. Tested this knight, works little bit better than before, but what would work best is rework of output damage with certain limits, to boost your average damage instead of boosting your max dmg, which just makes a higher gap between min (which is 0) and max, that does not guarantee overall damage will be actually better on 7.4 base formulas (if you use them).

And attributes are kinda strange. I rolled out + 1-1 energy damage on shield(???).
Likely it was a reflect attribute, 1-1 energy attack when you take a hit, attributes have to start somewhere 1 damage against a rat is 5%, so for rook maybe this makes sense. Totally RNG. Another player has pretty good command over the crystals and has +124 hp on an 80 mage.
 
Introducing Ether quest, for level 150-200
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Say Dip Set, I played a little bit as a knight and have a question. Is the mana cost of exori being 80% of total mana not a little too much? just my thought about this but I think its better if it had a fixed amount. What are your thoughts/plans about the knight class? won't there change a lot with them?
 
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