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Mercadia - 7.1 Project Discussion Thread

boiga

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We are developing a server inspired by 7.1 Tibia. Our focus is on capturing the look and feel of this era of Tibia, limiting the map and the graphics, and implementing as many old mechanics as still make sense in the modern era. We aren't after a perfect re-creation of retro Tibia, but we are staying true to what we think are the core things that made this era great, while making compromises to make things actually work in today's world. We are really interested in the community's feedback on the direction we are taking things, as we know everyone has an opinion on the right way to do retro, and what are the core features that make 7.1 unique.

PvP
Some of the most significant changes are related to PvP. In 7.1 there were no skulls, there were no blessings, but Amulet of Life was available and provided full death mitigation. This system only lasted a year before 7.2 introduced the skull system, blessings, and bricked AoLs into broken amulets. We've adapted these rules to make a system we think will be sustainable but still paying tribute to the anarchy of 7.1's PvP system. We would love your feedback on our planned changes:

  • We have removed white skulls but are keeping red skulls. This will allow players a bit more freedom with PvP while still maintaining some sanity. We also have an in-game chat channel where all player deaths are announced, so players will have a heads-up when a PK-spree is underway and can react however they see fit.
  • For blessings and amulets, we are planning on offering players two options: the Amulet of Loss will provide full EQ protection plus the equivalent of 2 blessings of experience loss protection. The Amulet of Life will also be available at a higher price, also with full EQ protection but with 5 blessings of experience loss mitigation. Blessings will not be available--these two amulets are the only options for death protection.

Map
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The 7.1 map was quite small, including just the main continent, Edron, Darashia, the Ice Islands near Carlin, and Rookgaard. One of our complaints with retro maps is lack of hunting spots. We will deliver a map that will give players plenty of options to keep them busy. Rather than create new islands for custom content, we have decided instead to make the map more dense instead of bigger. We are making a Tibia where monsters have gained in numbers and expanded their habitats. Players will be encouraged to re-explore the map they know to discover expanded hunting areas spread all over the map. Keeping the feel of the 7.1 map is central to our custom work, and we have used the limited sprites in familiar but interesting ways that will make engaging hunting grounds for players to frequent.

Rates
We feel that low rates are central to the feel of old Tibia, so we will have low rates. Experience will have a slight boost for low levels but will quickly reach 1x at level 20. We've disabled the stamina system. We are planning to have skills at 2x, but we do have concerns about the feasibility of training without the modern solutions to this problem (e.g. training dummies). We would love feedback on the best way to handle skills and training in the retro environment without going crazy with online trainers.

Quests
7.1 still did not have quests, they were still using daily spawns only. We think that sucks and have added nearly all the quests up to 7.4, including level doors. A few quests have been omitted where they don't exist on the 7.1 map (we notably don't have Djinns/Tombs, PoI, Banshee, Rashid or Postman quests). Otherwise, players will find the quests they know and love faithfully re-created. We also have a number of custom quests to fill these voids and more. Similar to our vision with the map, our custom quests use the NPCs that are already on the map, encouraging players to talk to NPCs in search of new missions.

That's it for now. There are still more 7.1 features to discuss, as well as custom additions we've made, including:
Tasks, Bosses, Dungeons, Mini-Games & Casino, Guild Buffs, Fishing, Custom Equipment, Lore, and more...

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Sounds interesting
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What is the problem with summon monks and skilling on friends like we did in oldschool? I think a retro server should not have any training dummies.
 
This looks promising, i would suggest staying in all x1 rate, i mean rates doesnt mean nothing when the game its fair if u can provide good security, antibots,, not multiclient and a active GMS, Admins then it will succed, people aspire mid rates when its a rush to war because the server will die sooner or later, if your focus its to create a community then x1 rate should be enough, but it all depends of an active hosters taking care of cheaters, also adding stuff like training dummies kinda will ruin the vibe, but so far your project seems pretty promising, where do u plan hosting it?
 
Sounds interesting
What is the problem with summon monks and skilling on friends like we did in oldschool? I think a retro server should not have any training dummies.
Thanks for your feedback! It's good to get opinions on this.
This looks promising, i would suggest staying in all x1 rate, i mean rates doesnt mean nothing when the game its fair if u can provide good security, antibots,, not multiclient and a active GMS, Admins then it will succed, people aspire mid rates when its a rush to war because the server will die sooner or later, if your focus its to create a community then x1 rate should be enough, but it all depends of an active hosters taking care of cheaters, also adding stuff like training dummies kinda will ruin the vibe, but so far your project seems pretty promising, where do u plan hosting it?
Thanks for your reply! We definitely will be active in running the server and cracking down on cheaters and bots. We have seen letting these things go kill many servers. We are planning to host the server in France.

I'm wondering why people want to start server like this, when 7.4 and 7.6 are already boring?
Retro servers are very popular! I can understand why you think it's boring, but many of us love it :)
 
I'm wondering why people want to start server like this, when 7.4 and 7.6 are already boring?
So people can understand that nostalgia is just bunch of memories where you played with friends and had fun.

Jokes aside, everyone is free to open server they like. Many developers including me have joy of simply creating server on version they have most enjoyable memories.
 
Looks very good. When do you plan to run the server? :)
We will launch by the Summer this year!

What will the magic rate be 2x aswell or 1x? I think magic level should not be 2x if the rates will be 1x
Thanks, we are still deciding based on feedback. Your opinion matters, thanks for your response!

You should make a discord server :)
We will open up the discord and website in a few weeks when we launch our test server. Thanks for your interest! <3
 
What is the plan about the pvp system when u dont get skull.
For example if i atk someone and this guys friend comes and atk me. Will he get some kind of "yellow skull" wich means if i kill him i wont get a frag. Or is it going to be like no "yellow skull" system where u get frag on who ever u kill?
 
Wow Im glad the 7.1 map I helped crate will be put to good use. Making things denser is the way to go, I also created a map where I put all the premium hunting spots in mainland to achieve the same effect

[7.6] All premium account dungeons in Tibia mainland (https://otland.net/threads/7-6-all-premium-account-dungeons-in-tibia-mainland.260314/) if you want some inspiration
Thank you! This project exists because you all created the 7.1 map.

Your additions look incredible, thanks for the inspiration indeed! xD
 
What is the plan about the pvp system when u dont get skull.
For example if i atk someone and this guys friend comes and atk me. Will he get some kind of "yellow skull" wich means if i kill him i wont get a frag. Or is it going to be like no "yellow skull" system where u get frag on who ever u kill?
Great question. Justified and unjustified will work the same, you just won't see the white and yellow skulls. Players will see the usual message that a frag was unjustified.

There will definitely be some confusion caused by this, but we do want to pay tribute to the 7.1 system and the chaos that it brought to the game. We just want to control that chaos enough that it is actually a good server to play. These are the details we're still figuring out, so we appreciate your question, let us know what you think.

We are adding the chat channel to announce player deaths to help with this, so that if a player is killed, other players know the timestamp and can hunt that player down in time for justified revenge. The biggest drawback with this system is a player isn't sure if a kill will be justified or not--we have thought of a work-around if players think this will be a problem.

where are u planning to host oit? america, europe, australian (hopefully aus never get som lov :C)
We are planning to host in Europe/France. Sorry to our Aussie mates :)
 
Great question. Justified and unjustified will work the same, you just won't see the white and yellow skulls. Players will see the usual message that a frag was unjustified.

There will definitely be some confusion caused by this, but we do want to pay tribute to the 7.1 system and the chaos that it brought to the game. We just want to control that chaos enough that it is actually a good server to play. These are the details we're still figuring out, so we appreciate your question, let us know what you think.

We are adding the chat channel to announce player deaths to help with this, so that if a player is killed, other players know the timestamp and can hunt that player down in time for justified revenge. The biggest drawback with this system is a player isn't sure if a kill will be justified or not--we have thought of a work-around if players think this will be a problem.


We are planning to host in Europe/France. Sorry to our Aussie mates :)
Yeah it sounds pretty smart to keep it like this.

Whats the plan for MCs?
 
Wondering the same, am I allowed to atleast have 10-50 clients? Or will you restrict to only 2?
1 per player

Great idea for unjust for those versions would be to set player loss 1 * amountoffrags or amonutoffrags/2
so player with 6 frags would have 3% item loss (or extra from base of 7?)
have kill go away in 48 hours or 24 if more hardcore world.
 
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