[Germany] Battleborn (OTS)

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
Hello dear otland community,

my friend and me always dreamed of an opentibia server with serveral dungeons and challenges which can be contested within a group of serveral players just like it is possible at other massive multiplayer online role player games. Some days ago we sat together and talked about this idea to become true, that was the moment we started working on our new project called "Battleborn".

Who are we?

We are a group of two guys from germany, twenty and twenty-one years old. We started playing tibia back in 2006 and got involved to opentibia around 2008. During these period of eight years we played a lot differnet tibia servers and gathered a lot experience regarding opentibia.

The project called "Battleborn"


As already mentioned, we aim to create an opentibia server where it is possoible to contest dungeons (instances) within a small or large group of (for example) four or eight players. These groups will consist of a tank, a healer (not quite sure about this one yet, since it can be hard to find three different types of players at a certain level) and damage dealers.

Leveling

There will be a maximal level which can be reached and may will be increased at each update. The experience/leveing will be slow but every level will have more weighting as on real tibia. A player with a higher level should be much stronger than you.

Vocations

We will completly replace all existing vocations with own ones. We plan to have a pool of vocations of atleast eight when starting the alpha/beta.

Dungeons

A dungeon will always be designed for a certain level range. Two groups of players will not see each other, also there may be certain events on specific dungeons with complex bossfights. It will be nearly impossible to complete this dungeon while being below the minimun level for a dungeon, but it will also get more easier by being on a higher level or having better equiptment. Also there will be a dungeon-finder which allows players to quickjoin a dungeon considering their level and role (tank, heal, damage dealer). Being more people in a dungeon will always boost the monsters in their healthpoints. Doing this the dungeon will always have the same difficulty not depending on how many players you are (however some dungeons may only allow a certain min/max of players).

Dungeons will have a size of 300x300x13 (1-13z) which means a total of 1,170,000 tiles which should be fairly enough for any dungeon.

Items

We will completly rework items. There will be a maximum stat an item can have. But as soon as a new patch will be released the item will decrease it stast for a specific percent and gets weaker (same for further patches). By doing this and also decrease damage/health of monsters in a dungeon from the last patch we will prevent values with infinitve digits (e.g. 1951973 damage). So for example, having an axe with 80 attack (while the maximum stat is 100 attack) is always very good (before and after a new level cap on a new patch).

Progress
  • Dungeon System: Done
  • Dungeon Finder: Close to being finished
  • Dungeons: Not started yet
  • Scaling System (Balancing): Not started yet
We may create a thread in the jobs section in future searching for some positions in our team.

Also we would really appreciate to read your feedback regarding our plans. Feel free to ask anything which comes to your mind, if anything is vague let us know.

Regards,
your Battleborn-Team
 

Manack

Battleborn
Joined
Mar 15, 2010
Messages
160
Best answers
2
Reaction score
28
Location
Germany
Vocations
Let us talk about the vocations for now..

As we want to create a whole new experience for you people, we decided to create completely new vocations! Not just 3 or 4, no.. 8 new unique vocations!

Fire Mage, Frost Mage, Berserker, Guardian, Shadow Priest, Holy Priest, Assassin and Hunter.

Let us start by talking about the Fire Mage.​


Role: Damage Dealer

The fire mage is a high dps class which is focusing on multi target fire spells, such as meteor, flamedance, fireball and many more!
On the other hand, the fire mages lack of escape spells and survivability makes him fragile in fights.


Frost Mage


Role: Damage Dealer

The frost mage is focusing on crowd control, they are slowing their enemies down and debuff them.
They are using spells like blizzard, frostbolt, ice chain and more!
The frost mage may be fragile but the amount of crowd control makes him able to survive in the most situations.


Berserker


Role: Damage Dealer

The berserker is focusing on brutal strikes, he is dealing massive single target damage and his spell damage depends on his weapon.
He is using spells like bladestorm, blood rage, heroic leap and more!

... this post will get updated from time to time.​
 
Last edited:

Exceed

New Member
Joined
Feb 23, 2016
Messages
28
Best answers
0
Reaction score
1
I like the idea. I'm a little bored playing all the time "real map servers".
 

Blinkz

Experienced Lurker
Joined
May 17, 2009
Messages
2,335
Best answers
0
Reaction score
851
See the thing is about these types of servers are the amount of time it takes to put this actually online... I hope you guys go through and finish this server eventually goodluck
 

whitevo

Feeling good, thats what I do.
Joined
Jan 2, 2015
Messages
3,449
Best answers
1
Reaction score
602
Location
Estonia
See the thing is about these types of servers are the amount of time it takes to put this actually online... I hope you guys go through and finish this server eventually goodluck
actually not really. These types of servers take least amount of time.
Seems to me this is event turned into server. dungeon > dungeon > dungeon > etc

Assuming they go very creative, 1 dungeon takes about ~2-3 weeks scripting time and "unknown" amount of mapping time. (don't know how fast/long mapping takes time)
Everything else to set up the environment for dungeon takes about 1-2 weeks. (assuming they start from blank page)
 
OP
Shawak

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
actually not really. These types of servers take least amount of time.
Seems to me this is event turned into server. dungeon > dungeon > dungeon > etc
We will start like that, but there should be also the possibility to level your character by your own (no idea how we will implement this yet, maybe solo dungeons, storyline?)

Assuming they go very creative, 1 dungeon takes about ~2-3 weeks scripting time and "unknown" amount of mapping time. (don't know how fast/long mapping takes time)
Everything else to set up the environment for dungeon takes about 1-2 weeks. (assuming they start from blank page)
You are right, there will be dungeons which require a lot of effort to be realised, but we will also create some smaller dungeons which may don't require that much work.
The environment (the 'system') is close to being finished. But you forgot a very important point, the balancing. I guess this will also a quite amount of time.
 

whitevo

Feeling good, thats what I do.
Joined
Jan 2, 2015
Messages
3,449
Best answers
1
Reaction score
602
Location
Estonia
But you forgot a very important point, the balancing. I guess this will also a quite amount of time.
Yeah, but this can be balanced on the go when players already playing.

Idea: I would accept your server idea to merge it into Whi World as event.
I already have base scrips ready to implement your dungeons, spells, items, creatures.
(Most likely all your datapack would be useless for me, but that's ok)

If you are interested then we start off with setting the details, how the event and my server interact with each other. Most likely it will feel like it's server within server, because don't think I will let players use items and spells from your event in Whi World. (although who knows, there are lot of opportunities for both of us)

Benefits for you:

If you have maps and ideas written out somewhere.
I can add full dungeons with everything in 1-2 weeks.
You start off with lot of content already (around 7-10 days), if players get tired of only dungeons or want to grind some skillpoints/levels for it.
You don't have to worry about where to host, temporarily if things get laggy I can switch hardware. However if things needed to be updated permanently. Probably I will drop some kind of fee on you.
If you have any kind of donating ideas you wanted to add, sure everything goes directly to you.

Downsides:

I don't have appealing website yet. So if you want something better you need to have your own.

I don't map. I only script the map.

OTC can be used, but then you need to have close look of everything I add to game, because some things simply might not work for OTC

What I expect in return:

Since I will be spending time on the event, perhaps in return you can do maps for Whi World or help me document Whi World features visually. Idk your profession, but will see if I can put it on use, so you could do something.
 
Last edited:
OP
Shawak

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
@whitevo : No chance we'll be giving anything of our code away. We are not interested in merging with any existing project, also we can host this by our own.
 
OP
Shawak

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
Just some video to show you our current progress


Dungeon System & Dungeon Finder
  • Dungeons are getting prepared in real time
  • Different player groups can't see each other (same for monsters/items)
  • Players are getting matched together depending on their role (tank/heal/dd)
 

Manack

Battleborn
Joined
Mar 15, 2010
Messages
160
Best answers
2
Reaction score
28
Location
Germany
What makes our item system special?
Every item you will loot will have unique stats on it, making your loot experience worth grinding for.
Items can have the following stats on them:
  • Stamina
    Stamina will increase your maximum health for every point. All armor has Stamina on it, and all vocations use armor with Stamina, while some vocations profit more from it than others.

  • Primary Attribute
    • Strength
      Strength increases attack power and is the most important stat for damage dealers.

    • Agility
      Agility increases attack power and evade and is the most important stat for tanks.

    • Intellect
      Intellect increases spell power and is the most important stat for spell using damage dealers.

    Depending on your vocation all armor will recieve one of the primary attributes as stats.

  • Secondary Attributes
    • Mastery
      Mastery is an attribute that has different effects for each vocation.
      As an example fire mages will deal more damage and have increased buff durations.

    • Crit
      Crit will increase the critical chance of your spells and attacks.

    • Versatility
      Versatility increases outgoing damage, healing, absorbs and to a lesser extent, reduces incoming damage.

    All armor will recieve an maximum amount of 2 secondary attributes.

Introducing: item level and upgrades
Item level serves as a rough indicator of the power and usefulness of an item, designed to reflect the overall benefit of using the item.
Two items of equal ilvl should in theory therefore be of almost equal potential use.

Every item has a chance to be upgraded on drop, to a maximum amount of 12 times.
Each upgrade will increase the item level of the item by 2%.
The item will be Warforged from +1 to +5 and Titanforged from +6 to +12



Example:





 
Last edited:
OP
Shawak

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
Some progress on the damage meter we're going to implement:



(it shows name, total damage, damage per second, and damage percentiles)

_____

Another plugin for our client, it will show your current stats (they'll are getting delivered using extended opcodes)



"Mainstat" will be replaced later with Agility/Strength/Intelligence depending on your specialisation.
 
OP
Shawak

Shawak

Intermediate OT User
Joined
Sep 11, 2008
Messages
1,976
Best answers
2
Reaction score
101
Location
Germany
I am bumping this because we are currently planing on picking up this project again. Would be cool to hear some more opinions on this project, especially if you think 4 people on a dungeon is too much. We also thinkin about combining heal&tanks so you only need 3 people for a dungeon or 1 tank + a dynamic amount of DDs to make the queues more flexible which will prob attract more players.

So once gain: we are glad to hear any feedback in this project idea!
 

Marcelo Druida

Intermediate OT User
Joined
Nov 17, 2014
Messages
423
Best answers
1
Reaction score
122
I am bumping this because we are currently planing on picking up this project again. Would be cool to hear some more opinions on this project, especially if you think 4 people on a dungeon is too much. We also thinkin about combining heal&tanks so you only need 3 people for a dungeon or 1 tank + a dynamic amount of DDs to make the queues more flexible which will prob attract more players.

So once gain: we are glad to hear any feedback in this project idea!
would be very cool and i think it would be really well accepted if you pick up real map and start doing things with that.
I've designed a server similar to yours.
it would be all about dungeons, aka teleport server.
all of them consists in real map's dungeons like PoI, cyclopolis, ancient temple, ghostlands, OF, demon hell, tombs etc.
but all of them with revamped content.
some of them would be instanced (the poor ones) the greater respawns shared. so you can freely bot on instances and if you want fast leveling go to shared dungeons. you could bot in it aswell but there may be some kind of incentive for player killing.
plus some dungeons are seasonal, e.g you can't be in a cemetery during day, some are weekly or monthly etc
also same dungeon can have different difficult levels and ofc different rewards.

about the exposed features:

i dislike new vocations. no one cares and it is fucking hard to balance to it be fun.
but i'd enjoy some revampings like new spells/runes with new concepts like blind, stun, silence, immunities etc

i also dislike attribute system for the same reason of vocations. no one cares about it.

i strongly like level cap, but it need to have a widely item system rework

since this server has already a very hard path to being content filled, you'd not want to spent to much time to things like new vocations and attributes. it's way funnier to play a server that has different monster behaviour and plenty of puzzle challenges, like a boss that starts to 500% lifesteal when he gets 3% of HP so you need to blind him before he starts to fill up his health.

well thats my opinion, i'd strongly go with real maps so ppl are familiar with and introduces new mechanics stuff.
 

Shiros

Role player
Joined
Sep 20, 2012
Messages
217
Best answers
0
Reaction score
137
Location
Poland
I pretty much wholehearetly disagree what has marcelo said, i think that custom map and custom monsters(and custom vocations) are the thing that are keeping the rpg players playing cause of their uniqueness and variety, speaking from my point of view i just see tibia with its unique engine as a tool to create dungeons and mysteries just to experience them with other players and live through an endeaevour which will somehow enhance and unify us players to do something greater together, something that has not been discovered nor been done before, i pretty much dislike anything that people already know of. For me the point of playing open tibia servers is to discover new, unexpercienced features just to have a good laugh and witness something that has never been witnessed before. I dislike any kind of botting cause its killing the effort to achieve anything by yourself, the greater effort the greater the satisfaction from it and i always kept it that way, theres no point of doing something if a machine is going to do it instead of you. I really love playing custom vocations made by people because they always have something that will represent their uniqueness and viability, i dont really spare much though about the balance and such if theres fun of discovering implemented in it, I think the attribute per level is a too hard to balance out so you should stay away from it. The level cap has nothing to do with it, hell if people want to level up without botting let them do it, it means that your server is entertaining enough to do so. I know it takes time to create content and map the stuff, but if you go the lazy way and use the things that have been used before its just gonna make it pretty much the same.

I was kinda drunk while writing this stuff so take it with some distance to it.

Cheers
 
Last edited:
Top