It's going to be fun. I like old Tibia, because it imposes a challenge from the very beginning and focuses on difficult and demanding gameplay. For some time now there has been a mass of (Low-rate) servers based on the old RL Map. But these are mostly servers for the moment. Why? The authors try to forcefully add something unique to their server to make it stand out from others. I'm not saying it's bad, but a lot of developers do it lightly. In my opinion, the creators of such projects make basic mistakes:
- Task System (It definitely increases the speed of experience despite the small multiplier + the prizes are also gold). A lot of people entering the server play with their friends, and from the very beginning they stick together and develop characters together, the person who starts the game alone has no chance to catch up with someone who is playing with someone, because the tasks go much faster and thus much faster they gain experience than others, because the prize usually gives a lot
- Paid services in the Shop (Blue Dijin, Rashid, etc.), completely spoil the economy of the game from the beginning, because a handful of people will buy it, and from the very beginning they get rich faster than others.
- Unlimited ability to buy Pacc and sell it. This is bad because those who can invest in the Store get rich from the very beginning, which gives them a huge advantage. (I personally think that trading Pacc is not bad, but you should limit buying one Pacc per IP to 24 hours so that it doesn't disturb the economy from the start)
- New areas, in my opinion this is the worst case of all? Why? Many creators have their own areas or borrowed from the new Tibia, which completely spoils the game, because these areas are much better, easier and less difficult to respawn monsters than on RL. Example? eg Imperianic, where they have the city of yalahar. To get to, for example, Necro, it is enough to go a little further than the city, without killing anything along the way, and they immediately find themselves on a large necro respawn, where there are definitely more monsters on the spot than on the RL, it's also expensive and resp itself is not demanding at all. In Tibia, 7.4 to get necro you had to plunge into the crypts in ank, or go to Darashia (just there to get there, we have other monsters on the way that will kill us quickly without any preparation. I'm not saying that the new areas are bad, because it's a nice idea to discover something new, but the creators pay little attention to what and some places have potential and consequences.
- The last thing glaring for me is the balance of the character. I was playing on a few 7.4 or 7.7 based servers, but what always irritated me was the wrong formulas (defense and attack). Some things, although they are better in defense, still do not reflect the effect of better defense. And this unfortunate hit chance, where the Paladin is constantly hitting strong hits and hitting almost all the time. This was not the case in old Tibia, obviously bigger skills improved the strength and frequency of hits, but not like on OTS. The hits on RL were different, and I perfectly remember that Paladins with skills close to 100 could hit a player sometimes for 1 Hit points, and sometimes for over 100+, and it was completely random. On OTS, paladins with some better skills have a very small chance of missing, and hits are more or less the same without this difference. And magic characters lose a lot on this, because before they hit a level that gives them the ability to PVP, a paladin is enough to have bolts and uhs, and such MS gets tired of shooting and hitting with SD, where the paladin beats like a fool with bolts and only heals while dealing nice damage.
I do not want to convince anyone of my opinion, maybe some people will disagree with me, but in my opinion these are some of the most important aspects that change an old demanding game into an old and much easier game, taking into account the knowledge of today's players and their experience.
Despite everything, I wish you the best and keep my fingers crossed that this will not be another project for a while ...