Hello there!
Recently I've been messing around with RevScript for quite a time and I figured out how to do some very awesome stuff into Tibia.
My idea was putting new interesting effects in Tibia items, just like Set and Legendary Items from Diablo and World of WarCraft, where if you use all pieces of a set, you would receive an effect that would change your class directly or indirectly. Legendary weapons that have on hit effects from simple things like dealing extra damage up to stacking a buff that when it reaches the max, you deal tons of damage to the target etc etc..
Now I was looking forward to produce a very early version of a private server that has this stuff, but I'm not a Tibia veteran so I don't know much about boss progression, quests and stuff. I was taking a look in some sets, weapons and bosses and I would like to to these effects in a progressive way just like World of WarCraft is, and maybe a little bit of luck with legendary weapons like Diablo.
For now, I have done these two things for testing (and I plan on keeping them on the release):
Recently I've been messing around with RevScript for quite a time and I figured out how to do some very awesome stuff into Tibia.
My idea was putting new interesting effects in Tibia items, just like Set and Legendary Items from Diablo and World of WarCraft, where if you use all pieces of a set, you would receive an effect that would change your class directly or indirectly. Legendary weapons that have on hit effects from simple things like dealing extra damage up to stacking a buff that when it reaches the max, you deal tons of damage to the target etc etc..
Now I was looking forward to produce a very early version of a private server that has this stuff, but I'm not a Tibia veteran so I don't know much about boss progression, quests and stuff. I was taking a look in some sets, weapons and bosses and I would like to to these effects in a progressive way just like World of WarCraft is, and maybe a little bit of luck with legendary weapons like Diablo.
For now, I have done these two things for testing (and I plan on keeping them on the release):
- Dwarven Set: Upon wearing all the pieces of Dwarven Armor, each time you take hit you gain a stack of the Dwarven Resilience buff (up to 10 stacks) for 10 seconds. Each stack reduces your post-mitigated physical damage taken by 2%.
- Hammer of Prophecy: Your attacks have 20% on-hit chance to cause a burst of lightning into target, dealing 50 points of damage to it and to all targetsaround it.
- Set a Max Level: I think people won't like this, but it was an idea I had in mind. I see that a lot of people play the old tibia, saying that it was nice when level 100-200 were the highest someone could get etc etc.. So I was thinking about limiting the level up to 100, and adjusting some of the new content (level 600+ fowards) to this level setting.
- Makes Quest give XP: I think this will give an extra encouragement for players to do quests and learn more about the lore and stuff. This should reward players that are doing quests that have recommended levels above them.
- Adjust Very Rare Items with Crafting: Now this is a thing I've been thinking a lot. For those who played World of WarCraft, I was thinking of something really like the crafting of Atiesh, Vallanyr, Sulfuras or other Legendary Items. For those who didn't, in World of WarCraft, when you played the late-game content, instead of having to drop most of the legendaries with a very little chance, you had to drop its materials with a higher chance (but you had to drop more pieces of it) to build your legendary. I thought this system was amazing, it still made the player play the game for the end-game content, but didn't made the grinding so overwhelming. I even played in a server that you could do "Ascended Dungeons" to earn some coins and buy the pieces you didn't have.