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[Germany][Custom] Ruthless Chaos Season 3 - the return of RPG

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This serveer right here is OT. Thank you Ruthless team for bringing it back, I had almost lost my hope!
 
The first game update of the season is here! Make sure to download (http://ruthlesschaos.com//index.php/p/v/downloads) the new client version (3.1) or you might experience game crashes!

With this update we have included lots of new items, creatures and world events that you will discover while exploring the world of Ruthless Chaos. You will also soon notice some new blacksmithing and alchemy recipes that have been included in the update. And while not included in the notes below to avoid spoilers, many creatures have had their loot modified.

ybmx9nL.png

Also, the following fixes/adjustments have been done:
  • The damage of Strong ethereal spear has been greatly increased. It now costs 75 mana.
  • Haste spells have been reworked. Charge now costs 85 mana, it's speed increase reduced from 90% to 70%, it's duration increased from 5 to 10 seconds. Swift foot now costs 160 mana, it's speed increase has been reduced to 60%, it's duration increased to 15 seconds and it no longer prevents the paladin from attacking or casting spells.
  • A small depot has been added to Port Sarlin.
  • The base chance of the goblin raffle has been greatly increased.
  • Battle stance melee damage increased has been reduced to 35% from 40%.
  • Most creatures in the hellish realm now drop sardonyxes as a rare drop.
  • Blessing of power now correctly increases your magic level rate by 15% instead of your experience gain rate.
  • Fixed a bug where players who died in the deathmatch event would sometimes count like a normal death.
  • Fierce Orcs are no longer summonable or convinceable.
  • You may no longer attack yourself with sudden death runes.
  • Blazing staff now attacks like a normal wand, as intended.
  • Fixed a bug that allowed players to get stuck in Doctor Robinson's laboratory.
  • Fixed a bug that would sometimes cause the server to crash when the chosen undead teleported away.
  • Fixed a bug that allowed players to equip some pieces of gear skipping the level and vocation requirements.
  • Greatly reduced the spawntime of the elemental overlords.
  • Serpent spawns and medusas now have a slight death resistance.

We hope you enjoy it, and again, don't forget to download the new client version!
 
Are you feeling behind on the tasks? Do you enjoy solving mysteries? Then Breaking Bad is the guild for you! We are an active guild that helps our members catch up with tasks and spend quite some time trying to solve mysteries. TS3 Required!
 
Did anyone get to that second area of hell? how's the progress?
 
A new patch has been released. These are the patch notes, which you can also find at ruthlesschaos.com.

Patch 5:
  • Several new items have been added to the game! Make sure to download the new client version (3.2) or you might experience game crashes! Download here: http://ruthlesschaos.com//index.php/p/v/downloads
  • A new area, together with a new unique boss have been added to Hell after the ghastly portal. Which will be the first team to defeat the mighty Imperial Chimera?
  • The droprate of sardonyxes has been significantly increased.
  • Devourer of souls, shatterer of spirits and flesh ravager now grant 70/80/60 increased health respectively.
  • Captain Ania's outpost is now located in eastern Frisiga, instead of Tindra.
  • Blue roses should now be stackable.
  • The cooldown of Wolf form has been reduced to 40 seconds.
  • Wild growths are now usable in Wolf Form.
  • Magic alloy potions should now work properly.
  • Challenger booze is now an elixir (instead of a battle potion) and its alchemy recipe has been changed.
  • Exit teleports have been added for the ice and energy overlords.

We hope you enjoy the changes! Good luck ingame :)
 
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boss battles were boring to look at, and as I understand all boss battles are like that.

Every boss has unique features, so no, not every boss is the same as the one(s) you saw.
 
Every boss has unique features, so no, not every boss is the same as the one(s) you saw.
Yes they had something "unique", but that something, didn't make the players move nor change their strategy.

After few attempts (assuming you do boss first time)
You understand how it works and after that all you had to do is literally spam hotkeys and maybe, very rarely step 1 step left or right.

With TFS we are able to make interesting bosses as any other AAA game has. Why not use the option?
 
Yes they had something "unique", but that something, didn't make the players move nor change their strategy.

After few attempts (assuming you do boss first time)
You understand how it works and after that all you had to do is literally spam hotkeys and maybe, very rarely step 1 step left or right.

With TFS we are able to make interesting bosses as any other AAA game has. Why not use the option?

Because after X amount of times you figure out what any boss can do period, it's not like you're able to constantly push out bosses with unlimited amounts of different behaviours. I'd rather see new content every week than have people work on bosses for a week straight without additional content. Unfortunately not everyone has the time you have (or had) on your hands to develop the server, gotta do a little bit of everything when time is what limits you.

I agree that the some bosses you probably saw (Thesarus, underwater one and Malchus) don't really revolve around any tactics, but the thing about Thesarus is that when you move onto the wrong spot you get teleported out of the room, so yea you're not going to move around very much. There's some more complex bosses that haven't been shown on stream, these were a couple of straight forward ones indeed.

It's gonna be spamming hotkeys whenever you play a 8.6+ server anyway, that's more 'cause of the client version and not the server itself (unless you make some changes in the exhaust system that is).
 
Because after X amount of times you figure out what any boss can do period
Yes of course, but what I mean by more interesting boss is that it wont resolve into 1 solution, which is standing in 1 place and spamming 1 or 2 different spells.

it's not like you're able to constantly push out bosses with unlimited amounts of different behaviours.
Yes, not unlimited, but easily can achieve ~10 completely different and hundreds of somewhat different bosses.

I'd rather see new content every week than have people work on bosses for a week straight without additional content.
When creating something interesting takes more time than it is worth then it means it's created in wrong way.

Also copy pasting same boss to new place is not really new content.
the thing about Thesarus is that when you move onto the wrong spot you get teleported out of the room, so yea you're not going to move around very much.
This is not directly related to boss, this is more of an environment effect. It could be boss effect if the boss decides where he puts these teleports and moves them around, But it isn't, looked pretty "static positions" to me.

It's gonna be spamming hotkeys whenever you play a 8.6+ server anyway, that's more 'cause of the client version and not the server itself
No its all about server, not client.
Yes tibia client is horrible and inconvenient for playing overall, but that doesn't stop making server better than tibia or any other game mechanic in that matter.
 
Assuming Thesaurus hasn't changed since season 1, i wouldn't take him as a big example of a bossfight. there are a lot of really cool bosses that require a lot of quick thinking (yersinia, ulderek, primordial council...)
 
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