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[Sweden] - Project XDC - 8.6 (Closed)

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Its not letting me in :[.. Whyyy?
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fuck today is going to suck. Class is going to stack right on top of the suck because I didn't get to play at all today. =/
waiting.
open the damn server jesus christ
-wrist- -wrist- -wrist-
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... I'm not sure if I should be impressed or scared by how dedicated some of you are and how anxious you get when the server is down for a day ...




Don't worry though, I'm here for you guys, even after the lot of you talked bad about me a few days ago. I'll do everything in my power and ability to help you guys out in this terrible situation...
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code-29.gif

... I'm not sure if i should be impressed or scared by how dedicated some of you are and how anxious you get when the server is down for a day ...




Don't worry though, i'm here for you guys, even after the lot of you talked bad about me a few days ago. I'll do everything in my power and ability to help you guys out in this terrible situation...
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shanks does not wait!
 
lol this is gonna be so funny :p serves gonna get realllllll as fuck
 
So while the server is down I've decided to share a bit of what I have been working on today. But first things first...

What we know:
  1. Botting is an issue. Even with systems in place to make botting more difficult people will still find ways to do it. This will never change its just part of the server being 8.6.
  2. Due to the damage being lowered, players are obtaining much less experience per hour then before. While this is not necessarily a bad thing, the PvE content of the server was balanced around the old experience rate.
  3. Manual players need a benefit.


What I was going to do was increase the experience rate of the server to compensate for the loss of damage. While this is the most logical solution I decided to hold back and wait to see what happened. I am glad I did because I came up with a pretty cool solution that I think many of you will enjoy very much.


The Solution:
Monsters will drop orbs of experience when killed which players may step on to collect bonus experience. These orbs will contain the same amount of experience granted by the kill of the monster and will last for 30 seconds before disappearing. The orbs will be spawned in a random location near the monster killed and will only be visible to the player its for. You may not steal other players experience orbs. The intention of this feature is to provide more experience for killing monsters while also benefiting manual players more than bots. Logic dictates that this will effectively DOUBLE the current experience rate assuming a player never fails to collect any of the experience orbs. However, an orbs experience will not diminish when more than 1 player is attacking a monster which can potentially increase your experience per hour much more when hunting in larger parties.

Here is a screen shot of it in action!
Ht0M2Fd.jpg
 
So while the server is down I've decided to share a bit of what I have been working on today. But first things first...

What we know:
  1. Botting is an issue. Even with systems in place to make botting more difficult people will still find ways to do it. This will never change its just part of the server being 8.6.
  2. Due to the damage being lowered, players are obtaining much less experience per hour then before. While this is not necessarily a bad thing, the PvE content of the server was balanced around the old experience rate.
  3. Manual players need a benefit.


What I was going to do was increase the experience rate of the server to compensate for the loss of damage. While this is the most logical solution I decided to hold back and wait to see what happened. I am glad I did because I came up with a pretty cool solution that I think many of you will enjoy very much.


The Solution:
Monsters will drop orbs of experience when killed which players may step on to collect bonus experience. These orbs will contain the same amount of experience granted by the kill of the monster and will last for 30 seconds before disappearing. The orbs will be spawned in a random location near the monster killed and will only be visible to the player its for. You may not steal other players experience orbs. The intention of this feature is to provide more experience for killing monsters while also benefiting manual players more than bots. Logic dictates that this will effectively DOUBLE the current experience rate assuming a player never fails to collect any of the experience orbs. However, an orbs experience will not diminish when more than 1 player is attacking a monster which can potentially increase your experience per hour much more when hunting in larger parties.

Here is a screen shot of it in action!
Ht0M2Fd.jpg


thats fucking sweet:w00t: but how will that effect people in a party?
 
So while the server is down I've decided to share a bit of what I have been working on today. But first things first...

What we know:
  1. Botting is an issue. Even with systems in place to make botting more difficult people will still find ways to do it. This will never change its just part of the server being 8.6.
  2. Due to the damage being lowered, players are obtaining much less experience per hour then before. While this is not necessarily a bad thing, the PvE content of the server was balanced around the old experience rate.
  3. Manual players need a benefit.


What I was going to do was increase the experience rate of the server to compensate for the loss of damage. While this is the most logical solution I decided to hold back and wait to see what happened. I am glad I did because I came up with a pretty cool solution that I think many of you will enjoy very much.


The Solution:
Monsters will drop orbs of experience when killed which players may step on to collect bonus experience. These orbs will contain the same amount of experience granted by the kill of the monster and will last for 30 seconds before disappearing. The orbs will be spawned in a random location near the monster killed and will only be visible to the player its for. You may not steal other players experience orbs. The intention of this feature is to provide more experience for killing monsters while also benefiting manual players more than bots. Logic dictates that this will effectively DOUBLE the current experience rate assuming a player never fails to collect any of the experience orbs. However, an orbs experience will not diminish when more than 1 player is attacking a monster which can potentially increase your experience per hour much more when hunting in larger parties.

Here is a screen shot of it in action!
Ht0M2Fd.jpg
pro, op, xagul is too good at making ots
 
So while the server is down I've decided to share a bit of what I have been working on today. But first things first...

What we know:
  1. Botting is an issue. Even with systems in place to make botting more difficult people will still find ways to do it. This will never change its just part of the server being 8.6.
  2. Due to the damage being lowered, players are obtaining much less experience per hour then before. While this is not necessarily a bad thing, the PvE content of the server was balanced around the old experience rate.
  3. Manual players need a benefit.


What I was going to do was increase the experience rate of the server to compensate for the loss of damage. While this is the most logical solution I decided to hold back and wait to see what happened. I am glad I did because I came up with a pretty cool solution that I think many of you will enjoy very much.


The Solution:
Monsters will drop orbs of experience when killed which players may step on to collect bonus experience. These orbs will contain the same amount of experience granted by the kill of the monster and will last for 30 seconds before disappearing. The orbs will be spawned in a random location near the monster killed and will only be visible to the player its for. You may not steal other players experience orbs. The intention of this feature is to provide more experience for killing monsters while also benefiting manual players more than bots. Logic dictates that this will effectively DOUBLE the current experience rate assuming a player never fails to collect any of the experience orbs. However, an orbs experience will not diminish when more than 1 player is attacking a monster which can potentially increase your experience per hour much more when hunting in larger parties.

Here is a screen shot of it in action!
Ht0M2Fd.jpg

This might be a stupid question so excuse me for a minute... Say me and Henry were killing monster X. Henry is level 1000 and I'm level 10. Does this mean Henry gets like 5 experience from his orb while I get like 15x as much? So in theory if I'm with Henry at pirates I just need to hit a few times to start moving on up in the world?
 
don't like the orb idea, what if for example, people were hunting tough mobs in desert.... and they can't block more than 1, but they needed to collect the orb....
that means they'd be forced to leave the orb (fearing they'd die ofcourse), EVEN THOUGH they were manually playing
 
back from class it was super suck. WTF YOU RELEASED TEASER WHILE SERVER DOWN!! You're a bastard!
 
don't like the orb idea, what if for example, people were hunting tough mobs in desert.... and they can't block more than 1, but they needed to collect the orb....
that means they'd be forced to leave the orb (fearing they'd die ofcourse), EVEN THOUGH they were manually playing
Well it does last for 30 seconds and is always subject to change.

Edit:
On second thought, I don't like your response >.> What if the tooth fairy said every time you walk across a street $5 spawns randomly around you... Will you complain just because while crossing a busy street you may not be able to pick it up in fear of being hit by traffic!?!??!
 
don't like the orb idea, what if for example, people were hunting tough mobs in desert.... and they can't block more than 1, but they needed to collect the orb....
that means they'd be forced to leave the orb (fearing they'd die ofcourse), EVEN THOUGH they were manually playing

this is reason not to like the idea?

- - - Updated - - -

tell us more about the exp orbs while in party.
 
this is reason not to like the idea?

- - - Updated - - -

tell us more about the exp orbs while in party.

Well the experience orb contains the amount of experience granted from the kill of that monster. While in a party it will still give the full amount so lets say for example 10 players kill a monster that gives 100 exp. Each player receives 10 experience each but the orb will still give 100.
 
I really like this Xagul this is motivating me even more to play!!! I just really hope you can keep making it so manual players get more of a benefit than botters. I would really like it if you did a similar thing with items, I really hate it how people can farm tombs... Same thing with mining and fishing.
 
Well the experience orb contains the amount of experience granted from the kill of that monster. While in a party it will still give the full amount so lets say for example 10 players kill a monster that gives 100 exp. Each player receives 10 experience each but the orb will still give 100.

How does this scale based on the player's position in the server? It is like a boss, I'm assuming? You get the base times whatever your scaling factor is? Do I have to be in a party to take advantage of someone's kills? Can I just set up my bot to follow around a botter botting in an area I couldn't last 10 seconds alone and bot my way to the exp orbs from my 1dmg hits? Hypothetically speaking, of course. :o
 
Well it does last for 30 seconds and is always subject to change.

Edit:
On second thought, I don't like your response >.> What if the tooth fairy said every time you walk across a street $5 spawns randomly around you... Will you complain just because while crossing a busy street you may not be able to pick it up in fear of being hit by traffic!?!??!

its not a bad idea, its just that right now around the desert, you have to be very very very careful each tile u step on, 1 wrong step and you might die, (thats the only thing that might go with it)
and its a nice anti-botting system :), btw, if people were team hunting, is the exp from the orb shared?
 
How does this scale based on the player's position in the server? It is like a boss, I'm assuming? You get the base times whatever your scaling factor is? Do I have to be in a party to take advantage of someone's kills? Can I just set up my bot to follow around a botter botting in an area I couldn't last 10 seconds alone and bot my way to the exp orbs from my 1dmg hits? Hypothetically speaking, of course. :o

Well it works in a similar fashion to the mini-game. There is no way for most if not all bots to detect the location of the orbs. I highly doubt it would be practical to bot it. But yes you could hunt with a higher level and collect the orbs and level up, with that said you would only be gaining 50% experience since you wouldn't get the experience from the original kill.


Edit:
And before some wanna-be prosquido kid starts rambling on about how leet he is, yes I am sure there are some people out there willing to run 50 million programs and turn their keyboard sideways in attempt to bot on an OT but lets be honest now, it's way more effective than just increasing the servers experience rate.
 
Would it be possible to do this with items as well? Like when you kill a monster instead of turning into a body it turns into a bag with the items it would of drop and the bag goes on a random tile. I'm really excited with this orb system, if there was a similar item system so that people can't farm tombs and such I would be really happy.
 
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