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
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