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Own server concept and ideas

Gall

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Hey,
I am making server for my friends(and to learn proper scripting), with quite a bit of items, vocations and monster changes. I'd appreciate help in form of ideas, inspiring pictures or books, or helping me with balancing things and reviewing things I did, as I am one man team and I cannot see all of pros/cons of my ideas. Server will be low rated and based on 9.6 client.

Post is big. If you don't want read so long check tl;dr on bottom of it.

Map will be mostly my own work, and its going to be big archipelago. Main island is covered mostly by desert with exception of trading town Ratlar. Ratlar is divided in quaters
-Merchant's or rich people, with royal palace, builded with fine stone with pretty gardens and easy access to water.
-Docks, however most of them wont be avaible for some time, they are build from cheap palm wood which isn't too aesthetic. Most of docks are build on water, and often require boat to travel.
-Commons quater will be build from rough stone, yet it does not look bad.
-Ruins which are hideout for bandits and smugglers, with series of deep tunnels. People believe that in those tunnels lives vile beasts which feast on humans. For unknown reason on surface there are appearing acid pools which ruin last remaining fauna. Slaves and beggars try to survive here.
This place will be prepared for 10-30 lvl with humans and much bigger levels zone with demons and other evil beasts.

Outside of a town there will be
-Canyon with lot of caves containing different beasts. If you have played OD&D/AD&D or D&D 5ed playtest you can recognize simillarity to B2: Keep on the borderlands/Caves of Chaos.
I'll post some ss in mapping so you can see and review it.
-Few ruins
-Sky-high mountains with lot of a narrow passages.

Main changes:
-Skill will be much easier to achieve due to:
  • Quest - It will be possible to get decent skills doing quest for certain npcs instead of skilling. They will give your character certain amount of skill tries.
  • Items skill bonuses -Skill bonuses will be hugely inflated. Starting on lowest level you can get +4 skill with something of strenght of plate set to +6-+8 if you would sacrifice defence and wear studded or chain armor. On higher levels I had not yet decided.
  • Offline training - It will be just like real tibia.

-Knight weapons(and vocations change). List of Weapons
  • Attack of weapons base on rl-tibia 1H sword weapons.
  • Swords get extra bonus to defence, I don't know if it should be something like +X to shielding or 1/10 of weapon attack going as bonus to shield. 2H Swords have already quite big def, so i guess no bonuses.
  • Axe weapons always have 110% of sword attack.
  • Two handed Axes and Swords get 120% dmg of 1H weapon for similar lvl.
  • Club will be quite specific. They have lowered attack but huge skill bonus so damage output will be the same. Club-using knight will get extra spells becoming something in line of warrior-magician. They can use one element(or two with weaker spells), and I would love if most of them would focus on death magic. Strenght of their magic would be determined on their skills, however that might make them too strong if meele damage remains same.
  • I don't know what to do with 2h clubs, but i have two ideas:
    -Just like other weapons they get 120% of attack.
    -They give higher skill bonus which results in better magic and hits(and would be harder to balance).
List of weapon stats. Weakest weapon might advance a bit in level requirement so players would stay with more mundane equipment for some time - until 20/30 lvl.

Items will give many bonuses - often skill and resistance so nearly all eq will be useful.

Mosters.
Humans will be similar to player of certain lvl. They would use(and drop) same eq as a average player of certain level, and deal similar dmg to PvP one while having double hp of that lvl. Experience granted by them would be same as old formula of E-PvP - 1% of minimal experience of that level if I would manage to make them hard enough. Drop - as from player with few blesses.

Also most of monsters would encourage partying. Some would even require twisted gameplay as they would be weak for meele damage but deal strong elemental damage. So sorcerers would be blocker that time, and knights DPS :p

Unfortunately, I wont give creature examples, creative block struck me. :S

Guilds
There will be six guilds, one for each banner(id 1819-1824), and some organisations(like Pirates, Assassins). Guilds would be giving both spells of certain elements and let you improve skills of some weapons. they would even equip you. The hook is that you would have to do quests for them.
List of guilds and basics concepts about them
Lion Brotherhood - specialises in fire, and axes?
Shard Tower - Earth and Energy elements
Eagle Guards - Ice, Energy, mostly for magicians and druids.
Hammerites - Death magic for mages and club users? Similar to Brotherhood of Bones from RL. They work in secrecy.
Red Hand - Dunno, Something along Death magic?
Royal Guard - They are intriguing to seize power from king. Their teachers are great(so you can learn spells earlier) but expansive.

Sorcerers and Druids:
-They might be merged.
-They may learn up to two kind of magics:
  • General - covers some of any element spells.
  • Specialised - covers all of certain elements spells
So magician could know whole two elements or one element fully and bit of each other.

Server would start after finishing content up to 20-30 lvl, and would be slowly expanded with players, so I wouldn't die from overworking while preparing it. And if I manage to grasp how to make world changes I intend to use them often.

tl;dr
Low-rate.
Own map with desert town. SS will be soon published in other topic in mapping.
Skill grow from quests and offline training.
Items give many bonuses. Mostly skill and resistances.
2H weapons rebalanced.
Axes are DPS weapons.
Swords are for tanking.
Clubs are weapons for more magical knights. Player with clubs can learn one spell element.
Spells, and skills are from guild quests.
Sorcs and druids might be merged.
Sorcs and druids might learn up to two kinds of magics - general(bit of everything) or certain element. Like General and Fire or Earth and Ice.
Human monsters will similar to (E-)PvP players in damage, exp and loot.
Server goes online for my friend after finishing content to 20-30lvl


I would love to learn your opinion about my ideas and even more i would love to hear certain monsters ideas, questions about world(as it does help me to expand it) or your own solutions to game play.
 
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