Shawak
Intermediate OT User
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
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
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
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