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New Stairs

It's not really meant as a pvp fix. The goal here is to make realistic stairs. The problem in tibia that Cip has tried to address is that stairs can be abused. This is just my take on a way that can not only make stairs more realistic, but also fixes some of the abuse that comes with floor changes and how they currently work in tibia. I do think this would be very nice in an rpg server. Couple this with monsters being able to follow targets up/down floors and it would make for a much more immersive server where players are actually scared of hard monsters/powerful players rather than simply looking for the nearest floor change.

This is how stupid real tibia stairs are with 0 lag.

Also I have noticed many people keep focusing on the speed at which the stairs are "climbed". This doesn't really make sense to me... it is clearly a demonstration as to how it could function. The speed is irrelevant so long as the stair does not instantly teleport a player up/down.
 
The faster fluid video is much better. I like it now xD
Good job
 
The faster fluid video is much better.
It's not all that much "better" it just matches my characters speed which is currently set extremely high. The slower one would look just fine if it was on a low rate rpg where characters aren't moving at 999999 speed.
The faster fluid version does have a tweak I was playing with that makes it look like the character is walking both up and off the stairs rather than walking onto the stairs and instantly teleporting to the top. Hence why it is "faster" and "fluid"
 
I like it, I think it's a great idea.
This concept has great potential for PVP and for RPG imo.

The more difficult part is applying the same logic to ladders and rope-holes.
I've always kept PVP in mind during map design (specifically city design) in order to reduce the attractiveness of stair-hopping. Everywhere I needed stairs, I'd create a scenario where the stair-hopper could be pushed off and trapped fairly easily (i.e. not like Yalahar...~shudders~)
 
For this to work properly, you need to introduce "depth" (or levels between levels). Currently, stairs take you from 7 to 8. There needs to be 7.1, 7.2, etc. for each step. And in addition to that, this needs to affect targeting and how spells work for PVP and PVM (hiding from monsters). It's going to be a lot of work to perfect this adjustment in game-play.

You're basically introducing depth to Tibia. Imagine slowly stepping into the ocean. The transparent waters (with new sprites) would be quite an animation.

When you toss something on stairs, it shouldn't go straight to the next level. It should remain on the steps.
 
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For this to work properly, you need to introduce "depth" (or levels between levels). Currently, stairs take you from 7 to 8. There needs to be 7.1, 7.2, etc. for each step. And in addition to that, this needs to affect targeting and how spells work for PVP and PVM (hiding from monsters). It's going to be a lot of work to perfect this adjustment in game-play.

You're basically introducing depth to Tibia. Imagine slowly stepping into the ocean. The transparent waters (with new sprites) would be quite an animation.

When you toss something on stairs, it shouldn't go straight to the next level. It should remain on the steps.
Actually one of the discussions we had that involved this concept also included something similar to what you just mentioned. @Flatlander played with it a bit but never quite got it fully working. His idea was to make each floor the height of a parcel and remove the floor change all together. It was looking pretty good in testing but iirc there were some pretty major bugs encountered.
 
Actually one of the discussions we had that involved this concept also included something similar to what you just mentioned. @Flatlander played with it a bit but never quite got it fully working. His idea was to make each floor the height of a parcel and remove the floor change all together. It was looking pretty good in testing but iirc there were some pretty major bugs encountered.

Bugs and Flatlander, not one without the other.
 
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