No, I don't expect you to mana-sit for 16 hours for just 1 hour of exp. I've thought about this idea for a while, and I’ve even implemented part of it in my own low-rate 7.4 Tibia server project, which I’m not ready to reveal just yet.
Unfortunately, since Kay basically told me to "fk off you and your idea," I didn’t want to dive too deep into it, but let’s explore it one more time.
First of all, you're jumping straight into the math, which, in the end, is what matters most, right? How many runes am I going to have for the time spent making them, which ultimately decides how fun the server is. But before jumping into the math, let me explain the concept briefly.
It’s actually very simple, and like I said, I’m not reinventing the wheel here. I’ve seen this in many other servers, and I’m just adding more features to the concept.
You make the runes you need. How? By using the well-known concept of "soulbound" runes, which Medivia implemented in 2018. You can make as many runes as you need, as long as they’re used on the same account they were created on. The big difference is that Medivia only allowed runes made by premium accounts to be traded, cutting off the Venezuelan market, but that's a whole different story.
Let’s give an example of how this would work.
Imagine you’re creating an account on my server. Let’s call it Tibiancas. From the moment you log in, by default, you’ll have the option to create three characters. As always, you can choose the name, gender, and world, but with one difference: you get to choose which one will be the main character. That’s it. The main character will be a normal sorcerer, knight, paladin, or druid you know.
The other two characters will have a different condition by default; they will be suppliers for the main character. Any runes they create can only be used by the main character. Another condition is that these characters cannot be used to kill other characters, but they can be killed, meaning you still have to protect them, feed them, hide them, refill blanks, and so on. They will be stuck at level 15 with promotion forever, and their sole purpose is to supply runes to the main character. You can use them simultaneously with your main and other characters, no problem implementing this in the client.
Kay said this would bring more MC/cheaters. Why? Why would you MC if the runes are worthless for other accounts? You could have two "main" characters, but for what purpose? I don’t see an issue with that since they won’t benefit from MC.
Kay also said it would kill the rune supply from friends (I guess this is a thing in Tibiantis? people give free runes to friends? wow). so how so? You can still use your own runes to heal a friend, cast sio on them, or team hunt to make it worthwhile. What about creatures dropping some runes? What about daily rune rewards based on your level and time spent in the game? (Seen in many other servers.)
Kay also said knights would just use their money on mana fluids. This is indeed a low point. With this system, money would be much less valuable. Why would you grind if you can’t buy runes? Well, mana fluids could be exclusive to the "main character" status on the account.
Kay also mentioned that black market players would still trade characters, money, and equipment... just not runes. Sure, but aren’t runes the biggest issue? What do pay to win junkies as u mention mostly pay for? runes. How did that knight obtain the MPA he sold on the Tibiantis Facebook trade market? With runes bought with real money. How did that team win the war? And so on. This is the games main problem, and I’m 99% sure that CipSoft didn’t anticipate this issue when they implemented the rune system in 2000, unaware that their server population would jump from 400 to 15k+ active players the following year.
So, the benefits I see from implementing this idea:
- Redefine the "buy runes -> go exp -> go war -> repeat" cycle to "if you want to war, put in the same effort as the other guy."
- Make leveling and grinding more interesting by limiting the amount of runes obtainable.
- Create a sub-PvP system where "makers" are still targets but with fewer consequences, giving the frag system a second life.
- Make the game’s economy less important.
- To make skills and knowledge, as well as resource optimization, more valuable within the game.
As Kay said, this is a general idea, a concept, but I’m working on it, inspired by servers I’ve loved. If you’re interested, I can gladly share the list of servers and how they implemented this concept.
So, the maths... I think the math isn’t important for now. It could be one, two, or three "makers" allowed might be more, maybe less.. maybe just one.. We don't know yet. Maybe you can trade runes at a certain level (like at lvl 50 with premium), or maybe there’s a daily reward system that gives you runes for playing, so you can rush as much as you want based on the time you've invested.
Whatever works.
Cheers.