@~X~
You can ignore
@Adposatnr
He’s a troll, no one takes him seriously.
Keep up the good work!
Thank you!
One issue I see with a lot of OTs is that they’re often advertised as being cool and fun, but once you actually log in, the experience ends up being the complete opposite or at least doesn’t live up to the hype. Because of that, I can understand why adposatnr feels the way he does.
In its current state, this feels more like an alpha than a beta. When I logged in, it wasn’t very player friendly. The ambient spawning system sounds like a cool idea on paper, but right now it just feels empty. I spent a long time walking in different directions and barely encountered anything. Maybe a wasp, a goblin, a deer, and a few basic monsters spawning here and there. Being low level doesn’t help either, since movement speed is slow. Overall, I really don’t like this monster spawning system. It doesn’t feel fun or rewarding to explore.
I noticed you added a map that sections off different areas for certain monsters to spawn, but even with that, it still doesn’t feel engaging to me. I would much rather see the old spawning system return, with ambient spawning added as an extra layer on top. Something similar to the ambush systems on servers like Dura or Valorforge would fit much better. For example, while hunting there could be a chance for monsters to ambush you. Certain tiles could trigger spawns. Opening a chest or completing a quest could cause you to get swarmed. You could be hunting dragons, thinking you’re safe, and then a dragon lord randomly spawns in front of you. Maybe certain spawns even have a boss that can appear while you’re hunting. That kind of system would feel a lot more exciting and fitting.
I didn’t play for very long because of the spawning system, but like others have mentioned, the vocations didn’t feel very custom. If you plan to fully rework the vocations and replace the spells later, that’s fine, but it would have been nice to at least have a few useful custom spells for each vocation before releasing the beta.
I’m also curious about the tiered item system from 1 to 15 with rarity bands. That’s exactly the kind of thing that should be shown in screenshots in the advertisement thread to grab players’ attention. As for the weather system, while it looks nice visually, it’s generally not well liked by players and often ends up feeling more annoying than useful. While I don't mind it, it could be more productive to work on adding features that make the gameplay loop more exciting/addicting to play.
If the server doesn’t already have them, custom items and monsters are a must in this day and age. Also having a system where certain monsters with a percentage chance to spawn as elite versions with extra loot is always fun. An enchanting system with interesting stats would also add some some excitement to player power creep.
I also realized that you previously ran a server called Aros Online. Your name seemed familiar. What happened to that server? It was pretty fun for what it was and had some enjoyable features like the dungeon system, waypoints, and forging system. A lot of those ideas would work really well here too.
First off, I really appreciate you taking the time to write this up — this is exactly the kind of feedback that’s actually useful, so thank you.
You’re not wrong about the current feel of the server. Right now it
is much closer to an alpha than a true beta, and that’s on me for not setting that expectation clearly enough. A lot of core systems are actively being rebuilt or tested, which means some things can feel empty or underwhelming when viewed in isolation — especially the spawning system.
Yes — I did run
Aros Online, and I recognize your username as well. Life, time, and burnout eventually caught up to that project, but many of the ideas from it (dungeons, waypoints, forging, etc.) are things I still believe in and want to evolve properly this time around.
Regarding the
ambient spawning system: it has recently gone through a complete overhaul. While it may appear similar on the surface, it now works
alongside the legacy spawning system rather than replacing it. The system ties into
pressure zones, time of day, weekdays, night/day cycles, and more, allowing the world to react dynamically instead of feeling static.
That said, I agree with you that exploration needs to feel rewarding. The ambient system was intentionally experimental — the goal was to move away from static “stand on a tile and farm forever” gameplay — but your suggestion of
hybrid spawning (traditional spawns combined with ambient/ambush layers) is very much in line with where I want this to go. Triggers, ambushes, rare boss appearances, and higher-risk moments while exploring are all things I want to lean into more heavily.
Vocations are another fair point. They’re currently in a transition state. The core vocations are based on familiar foundations and already modified, but the long-term plan is a deeper rewrite with stronger identity and synergy. Additional vocations do exist, but they are intentionally progression-locked — some systems, roles, and power are meant to be
worked for, not handed out immediately. That said, I agree there should be
more meaningful custom spells earlier, even during testing.
The
tiered item system (1–15 with rarity bands) is already in place, and you’re absolutely right that it should be showcased better. That’s on me — it’s the kind of system that should be visible and understood early, not discovered accidentally. As for
weather, it’s meant to be atmospheric first. If it ever becomes annoying instead of immersive, then it’s failed its purpose. I’m keeping an eye on it and I’m open to tying it into gameplay more meaningfully or dialing it back where needed. Custom monsters, custom items, elite variants, enchantments — all of that is planned and actively being worked on. I’m trying to balance excitement and progression carefully without letting power creep spiral out of control.
To be clear about the broader vision:
• Yes, there is established lore — and it will matter
• No, everything is not meant to be given away instantly
• This is not a download-and-run OT
• The server contains very heavy edits and custom systems
• Development is ongoing and active
• The end goal is
not to remain a traditional OT forever
• Progression and rewards are meant to be earned
All feedback is being logged and reviewed. Suggestions can also be submitted through the Discord — the bot there ties directly into my workflow and helps surface issues or ideas quickly. The website, Discord, server, map, and client are all designed to work together as one connected ecosystem.
Again, thanks for the honest feedback. Even if you didn’t stick around long this time, it genuinely helps shape where the server is going — and hopefully next time you check in, it’ll feel much closer to what you’re looking for.