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[USA] [7.7] Promise | BETA Launch 4TH April | Proxy | HD graphics | Market | Custom Outfits | Addons | Bestiary & Tracker | Charms & more!

Server Website/AAC
http://www.promise77.com
Server Address
promise77.com
Server Port
7171
Client Protocol
7.72
Look, let me answer you honestly because I think this is exactly the point.

You asked what makes a player choose to play a server. And from experience, it’s not the number of features you add. Features help, sure, but they’re not what defines a server or keeps people coming back.
Players stay for the experience, the feeling of belonging to a well-defined server. They need to understand from the first moment: “Why am I playing here and not somewhere else?”

When you pack too many systems — even if they’re meant to improve the experience — you risk making the server feel like it lacks direction. It becomes a bit of everything, but at the same time, it loses the thing that makes it unique. It’s not that adding convenience is wrong. QoL features can be great. But you have to make sure they don’t overshadow the identity of the server. Players are not just looking for comfort — they’re looking for a server with character, with soul.

And honestly, if you’re trying to make the game more enjoyable for players, that’s a good goal. But the key is to focus on making one core experience great, instead of trying to cover everything at once.
Take this as friendly advice, because I can see the effort you’re putting in. I respect that. But I also see you’re at risk of falling into that trap: trying to please every kind of player, and ending up with a server that doesn’t stand out for anything in particular.

Players today are very sharp. They notice immediately if a server feels like it’s just adding things to fill space, rather than delivering a clear and memorable experience.
Your point is valid if the systems go in different directions. For instance if I add something not related to tibia and take features from all different places sure. But this is not the case. Just trust the process. So far nothing "dumb" or identity changing had been added to the game. Let me prove it by working on the server, make these final adjustments and then give advertising a real go 😎
 
UPDATE
We implemented CipSofts skills system from the leaked binary. Basically every detail going into a succesful or failed tick along with the accurate ticks has been added to the server.
 
UPDATE
We implemented CipSofts skills system from the leaked binary. Basically every detail going into a succesful or failed tick along with the accurate ticks has been added to the server.

Wow what I was looking for!
 
Depot saving which was broken due to stash/Inbox addition has now been fixed.

Filestorage now also saves and updates balance to players who are offline.

During the night we will be reworking and improving some systems
 
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All updates to modern server systems are welcome.

As long as the original PvP mechanics from version 7.4 aren't affected, everything will work correctly.

Hopefully, next month we'll have a new beta version launch with high experience so we don't waste time exploring.

I'll be waiting for that day.
 
So after roughly battle testing our new attack and defense formulas from the reverse engineered CipSoft binary. As you can see in this image we are performing tests after code implementation using our own server and the leaked engine from CipSoft.

The tests have included following:
  • Testing damages received without attacking in different modes: Full attack, Balanced and Defence.
  • Testing damages received and dealt in different modes using Full attack, balanced and defence.
  • Testing without equipment towards rats with and without attack

Seeing as the attacks are random, we have taken into account that creatures can increase in skills, and attack more with time. So looking for attackMax, lowestAttack and AverageDamage for a long time we have concluded that the implementation was succesful and accurate. The defense has been adjusted.

1744753082679.webp
 
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