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.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.... ?![]()
With these new changes, players are reporting much more enjoyment with RP/EK.Better rewrite it, 7.4 melee formula sucks
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?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.
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.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:
Breaking it down further:
- 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.
- 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.
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.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.
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'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!sucks name for the server xD
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.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(???).