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Give me your thoughts on the project me and my friends are working on?

Sinth

Argardh.com
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Greetings fellow Tibians!

Let me introduce to you Argardh: Knights of Tibia

So, by what seems to have been a random event lead to a friend of mine getting his hands on a very, very old and loved map about 15 months ago. The last year me and some friends have puzzled this together with our own project, which has been to launch a Tibia. 8.6 server with the following changes:

Custom map

Now the foundation is this lost, ancient map(I'm sure at least a handful of you played it some 8+ years ago). Some parts of Tibia still remains, but they are changed as time have passed(Thais is in ruins for example).

The map consists of Argardh Town and the surrounding areas are to be about the size of the original Tibia continent with a lot of caves, mountains, etc. Thais and some few selected areas from Tibia will be accesible but they will be drastically changed. Most likely most of the old Tibia map will be introduced in time but with the same changes that Thais have gone through(Meaning, a lot of stuff will be destroyed and displaced, monsters might not appear in same places etc). Also, we will try to rebuild stuff like the Dead Tree Dungeon and Old Hell(Places that pre-dates Tibia 6.0)

Questing and Hunting

The main quest will give you rich rewards in Experience so hunting will be mainly for equipment/gold. With this we hope to give casual players an easy chance to keep up with the hardcore powergamers/botters(botting will ofcourse NOT be allowed).

The main quest will let you walk through the history of Tibia, Argardh and Grimdon and will teach you everything you didn't even know you wanted to know about the real, original Tibia lore written by tibia-fans over 13 years ago.

So, it is well fitted for both single-player and group-player and once you have completed the quests of Argardh the re-taking of Tibia aswell as adventures of Grimdon awaits.

Training

As CIPSoft decided to totally destroy one of the most fundamentally cool things about Tibias skillsystem we will take an opposite direction. Training your characters skills will be of utmost importance. This will give players more time to socialize, hang on Forums, discuss quests, events, guild-wars etc. It will ofcourse be possible to AFK-train with macro-programs but as the community grows the people hunting AFKers will grow aswell.


Vocations, items and monsters are to be the same as original Tibia 8.6 with some small changes.

We don't want to force old Tibia-players to re-learn everything they learned from Tibia. Therefor, almost everything is the same or just slightly changed. All changes will aswell be explained in a "changelog".

Monsters will be 1.5x times harder and the equipment will not be as easily accesable as it was/is in Tibia. Experience and skill rates will be 5x in the beginning so that new players are Boosted into the gameplay without having to waste too much time grinding. This is to be changed when more players have started and we will Reset the server when we've reached different milestones(First at 100 players, then at 1000, then 10,000 etc). And each time the Rates will become lower and lower.

It will be RPG enforced

The main-quest will follow the main storyline which will give the player an in-debth experience of Tibias lore(original) mixed with the new history of the world of Tibia, Argardh and Grimdon. One needs a "RPG-name" for example and "RL"-talk publicly will not be appreciated.

The guild-wars is a huge part of Argardh: Knights of Tibia and will be between the 4 game-supported guilds of Knights, Barbarians, Necromancers and Druids. Each of these have their own role, for example: Knights are to defend the city of Argardh in monthly Raid-events, Barbarians are the attackers, Druids/Elders are community leaders/managers who will help to keep a balance between the 2 guilds of Knights and Barbarians. Necromancer-guild will be for characters not wanting to participate in group-play but rather seek power and fame alone, yet together with other same-minded players(PKs, solo-players, Evil-RPGers).


Skullsystem

The skullsystems future is still uncertain. If we will use it we will at least nerf it A LOT! Meaning, it will no longer take 3 but 30 kills to become a Redskull etc.


Donations

ALL donations will go to Servers and Advertisements. We encourage everyone to donate through Bitcoin so that it is transparent so that everyone can see how much money goes into the project. NO, ZERO, NADA donations will be rewarded with in-game gold/items.




So, can this be a good start or do you see any elements in here that are either un-appreciated by many players or hard to implement? We will do most work "off-grid" and out of sight to the OT-community in general, to make sure no ideas or such are stolen/hacked.

We are also looking for fellow developers: Mappers, scripters etc. But at the moment the free slots are very limited.

Kind regards
/Sinth Ka'gar
 
Also, maxlevel will ALWAYS be 55!

This is for balance between powergamers and casual players, aswell as making sure that PVP never gets ridicilous(As in lvl 100+ characters running around immortal).
 
I dont think reseting the server when people get high enough level is a good idea. How will you enforce "no RL talk"? You have some interesting ideas but a lot of them need some re-thinking in my opinion
 
It will not be "reinforced", just not accpreciated by the community we'll found.

What ideas caught your interest and what ideas/why do you think they need re-thinking?


Thanks for your input
 
It will not be "reinforced", just not accpreciated by the community we'll found.

What ideas caught your interest and what ideas/why do you think they need re-thinking?


Thanks for your input
I like the idea of dividing up questing and hunting. Questing for mainly experience (I think adding a few item rewards would be nice too). Hunting for gold/items (which also should yield some experience). I like the RPG feeling with custom map.

I don't like the AFK-macro part being allowed when training, this is something that in my opinion would destroy the RPG aspect.
I REALLY dislike resetting the server when certain goals are achieved. I think it would put off a lot of people playing your server. Instead make it hard from the beginning.
 
Well allowing AFK/Macro-training is not really that we want to encourage it but rather be realistic and understand that there's no way as gamemasters/admins to deal with it. Best way is to let players deal with AFKers themself, or at least it was back in the day. If the server will be reset or not is not really decided, we just think it "has" to be like that. Perhaps other servers have experience of this and can share it? The pros and cons are rather obvious.

To make it hard from the beginning will make it hard for players to quickly try out the game. The idea is that it shouldn't take more than a few hours to play through the mainquests(or at least the ones you "should" complete). This way we will get more people trying it out and once you're done questing/exping the hunt for equipment and adventure begins. Aswell as PVP/Guild-wars, ofcourse.
 
Well allowing AFK/Macro-training is not really that we want to encourage it but rather be realistic and understand that there's no way as gamemasters/admins to deal with it. Best way is to let players deal with AFKers themself, or at least it was back in the day. If the server will be reset or not is not really decided, we just think it "has" to be like that. Perhaps other servers have experience of this and can share it? The pros and cons are rather obvious.

To make it hard from the beginning will make it hard for players to quickly try out the game. The idea is that it shouldn't take more than a few hours to play through the mainquests(or at least the ones you "should" complete). This way we will get more people trying it out and once you're done questing/exping the hunt for equipment and adventure begins. Aswell as PVP/Guild-wars, ofcourse.

You deal with it the same way you will deal with the inevitable botting. You have to do manual checks of the players, no response in the kicktime they are clearly using a tool. Even if you are not enforcing it that actively it seems weird to have it allowed in a RPG server.

I would instead do new content that is harder and make older content obselete for high level players. Resets will most likely lose players. Unless you are just doing this for your own fun/goals I guess.

Content for a few hours sounds like there is too little to do. Especially since you have a focus on heavy RP there should be more stuff to do. Unless you are doing a lot of events/enable players to make events somehow.
 
Idea at the moment is to have a fast and easy way to max lvl(55) but a vast amount of routes to take to reach it. Perhaps this will make it unnessecary to make Resets. Point is to encourage players to make multiple characters and play/explore multiple paths to the same goal. A few hours is the minimum you will need to be able to PVP at guild-war lvl but there will ofcourse be more stuff than this to spend time at such as further questing and exploring.

If many players have characters in different guilds this will also improve the balance of guild-wars. Not everyone want to join the winning team ;) And even IF most people do, the elders of the community will join the losing side.. at least this is the idea atm.
 
Idea at the moment is to have a fast and easy way to max lvl(55) but a vast amount of routes to take to reach it. Perhaps this will make it unnessecary to make Resets. Point is to encourage players to make multiple characters and play/explore multiple paths to the same goal. A few hours is the minimum you will need to be able to PVP at guild-war lvl but there will ofcourse be more stuff than this to spend time at such as further questing and exploring.

If many players have characters in different guilds this will also improve the balance of guild-wars. Not everyone want to join the winning team ;) And even IF most people do, the elders of the community will join the losing side.. at least this is the idea atm.
Sorry if I sound too negative, not my intention! I think relying on players to balance the guild might be a bad idea, that has (as far as I know) never happened in Tibia, if it does it is extremely rare.
If you want to encourage players to play more characters you could make character specific rewards. Maybe these could also provide some kind of buffs for their other characters, I think that would be an interesting mechanic.
You have some new creative ideas, I like it :)
 
You don't come off as negative at all, I love the input!

Well concerning the balance in guild-wars you are 100% correct, it has AFAIK aswell never happened :P All this balance-thing intends to fix is if 1 guild stays in power for too long. It's supposed to be a monthly battle and whoever wins gets "control" of the city(Extra depots, PZs). And if a guild holds power for too long the point is simply that the community at large will help to overthrow those at power..
 
It looks like you got a good view on what Tibia should be like. Those are ideas and impressions of a decent player who might have played more himself than the next 10 otmakers together. In wich case you don't really need advice aside from technical stuff. I don't play 8.6 but I would try this one. So GL
 
There's some big dilemmas though. One wants to keep it as much as Tibia as possible so that people don't have to learn everything all over. Such as vocations, spell, monsters, items, etc.

But also, for example, the 'Promotion' to each and all vocations are truly as boring as it could be.

I'm thinking about dividing each promotion into 2, so for example a Knight at lvl 20 can chose between either Berserk or Crusader/Tank. That would become 12 vocations + the Citizen = 13.

pros and cons?
 
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