JulianBernalV
Banned User
Hello Otland community!
I'd like to share a system I recently implemented called Explorer Challenge, fully integrated into OTClient and TFS.
Important note: I want to be honest and transparent — this is not an original creation. I saw this system in another OTServer some time ago (unfortunately I can't remember which one to credit properly), but I copied the idea and adapted it for my own project. I still want to give full credit to the original author, whoever they may be. I thought it was a great feature and wanted to test how well it would fit into a 7.4 environment.
System Preview:


How the system works:
The question I'd like to ask:
I'm looking for feedback from other developers, server owners, and players.
Would this help with retention and progression on a retro-style server — or is it too modern?
Thanks for reading! I’d love to hear what you think.
I'd like to share a system I recently implemented called Explorer Challenge, fully integrated into OTClient and TFS.
Important note: I want to be honest and transparent — this is not an original creation. I saw this system in another OTServer some time ago (unfortunately I can't remember which one to credit properly), but I copied the idea and adapted it for my own project. I still want to give full credit to the original author, whoever they may be. I thought it was a great feature and wanted to test how well it would fit into a 7.4 environment.




- Players earn Challenge Points by killing monsters.
For example, killing a Dragon (which gives 700 XP) grants you 70 Challenge Points (700 / 10).
If you have the Week 1 reward active, you’ll get 140 points instead.
There’s a daily limit of 1000 points to prevent farming abuse, and each 5000 points unlocks a new weekly reward. - These points fill two progress bars:
Daily Challenge Bar – resets on every server save. Encourages daily activity.
Weekly Reward Bar – fills progressively to unlock 1 reward per week.
- 5,000 points are required to unlock each weekly reward.
- Once unlocked, rewards remain active until the end of the current month.
- Rewards can include:
- Double health regeneration
- Double mana regeneration
- Capacity bonus
- Movement speed boost
- Fully integrated OTClient interface: progress bars, reward icons, locked/unlocked states.

Does a system like this make sense in a classic 7.4 low-rate server?
Or does it break the old-school feeling and immersion?
I'm looking for feedback from other developers, server owners, and players.
Would this help with retention and progression on a retro-style server — or is it too modern?
Thanks for reading! I’d love to hear what you think.