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[USA] [CUSTOM] Eternal Odyssey - Official Launch 25th 20:00 CEST

Server Website/AAC
https://eternalodyssey.net/
Server Address
eternalodyssey.net
Server Port
7171
Client Protocol
10.98
Its not worth it for higher levels to sell anything to players. A small fix would be to add certain items to quests that would make it able for people to gain some eq without having to just grind creature products until they could afford to buy something. This also assumes that higher levels have time to give a shit and sell stuff thats barely worth their time.
Crusader helmet, orc fortress, black knight, mad mage, noble armor and naginata could all be added back to quest rewards and given a % chance of rewarding uncommon/rare/epic/legendary items.
This would not interfere with the economy in any way as those items would never be stronger than what you could loot.
Having 1 chance of getting an item like that over killing 1000 of monsters and getting 10-20 of them would not be the same.

Its just a suggestion and far from flawless, but you need to understand that balancing this is hard to do considering all the changes that have been made already and the fact the server has been running for a month. I would rather use this version as an example of what not to do and in the next version revamp the entire tier/looting system.


I am not sure but I believe everyone would be far better off if there were less emphasis on what creatures you kill in order to loot a tier X item.
You could add that any creature above 200 exp has a X.X% chance of dropping a tier Y item, and the chance increases with the strenght of the creature. Giving a Dragon 0.1% chance of dropping a tier 2 item would not change much if it meant that Demons had a 1% chance of dropping them.

Like I said its really hard to balance these things out as you have learned and everyone has an opinion on what is the right way.
But I think you have enough data to see that it is currently not working. Draw conclusions from checking trade chat and seeing what people want. Last I checked everyone was buying items with physical protection regardless of their stats. Because even a plate armor with 10% physical protection will last you until like level 200+ without any issues. And they are dropped like every 10 creatures if you hunt anything that is decent at 100+. This is also a factor of involving armor with % damage reduction. Obviously in most cases armor is going to be less valued unless you customize damage completely.

Whatever you choose to do I hope it turns out well since everything that I personally did not like here can be fixed.
 
I think you misunderstood our point, or at least mine.
I'll try to do better in terms of explaining.

When it comes to loot, there is just simply no point of even looting items below level 50 if you have even a plate set.
It's absolutely not balanced the way you have thought it out. Lets assume you wanted this to be a 7.4 server with 9.64 sprites.
How the fuck can a level 130 mage have 500k cash + 1kk+ in items in depot?
Not only that but why would a person like that even care about selling any of the items he/she has?
At some point having an excessive amount of cash/items just ruins the entire gameplay, at least in my opinion.
There is no incentive for him to even use the trade channel unless he gets an item that fetches 50-100k+.
All those items that are necessary for levels between 20-50? Just use plate set(if ur lucky to get one), nobody sells anything else.

Also keep in mind that this server has seen 0 frags taken by anyone level 80+.
None of these high levels have even been attacked by another player for weeks, outside of their dungeon party team hunts.
How do you expect a servers economy to survive when everyone just keeps profiting every single day?

Besides, removing pretty much any kind of item reward from all the most common low level quests really fucked this up a lot.
But not even that would be a solution in itself, I firmly believe you need to start all over when it comes to balancing items.
Gold and creature products/skinning is pretty amazing tbh, you did well there. Items, not so much.

Hmm, how could a lvl 130 mage have 500 cash + 1kk in items in depot.
Maybe because he bought bps gfb for points from players so every hunt he did was full profit towards his bank?
I play with this 130 mage. so dont even bother saying stupid shit.
Most people that push exp/h on this server are almost always broke unless they buy points and use those to get supplies/gold.
 
Eternal Odyssey: One-Month Anniversary & Major Updates! 🎉

Greetings, Adventurers!

Today is a special milestone—Eternal Odyssey is celebrating its first month! We’ve come a long way, and it’s all thanks to you, our amazing community. Here’s what’s new:

🔒 ITEM LOCK Feature Now Live!
We’re excited to announce that the ITEM LOCK feature is finally here! You can now secure your valuable items. Note that items with charges, duration, containers, and fluid sources cannot be locked. We’ve thoroughly tested this feature, but if you encounter any bugs, please report them immediately. Reminder: Bug abuse will result in account banishment or deletion.

🔮 Spell Levels Update
We’ve fixed the damage over time for spell levels in both PvP and PvE. If something doesn’t work as expected, let us know, and we’ll address it promptly.

🦌 New Tasks Added
Grizzly has some brand-new tasks for you! Head over and take on fresh challenges.

🎒 Introducing the EO Backpack!
The first Eternal Odyssey Backpack is now available in the Store! It can even be legendary with extra slots! Don’t forget to update your clients to see this new item.

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🎯 Crafting Adjustments
We’ve adjusted the crafting tiers for crossbows. Get ready to craft some powerful new gear!

💡 Store Light Upgrade
The Store Light has been upgraded from 7sqm to 9sqm. Make your adventures even brighter!

🎉 Mini Events Today!
To celebrate our one-month anniversary, we might have some mini events throughout the day. Stay tuned and don’t miss out on the fun!
Finally, a huge thank you to everyone who has supported us so far. This journey wouldn’t be possible without you. Here’s to many more months of adventure!

Join the Celebration

Invitation to the OTLand Community:We’d love for OTLand members to join us in Eternal Odyssey! Whether you’re here to explore, grind, or just hang out, there’s something for everyone. Also, if you’re interested in discussing some coding, mechanics, or want insights into our development process, let me know. I’m happy to open a thread and dive into the details with you!

Looking forward to seeing you all in the game!
 
Hmm, how could a lvl 130 mage have 500 cash + 1kk in items in depot.
Maybe because he bought bps gfb for points from players so every hunt he did was full profit towards his bank?
I play with this 130 mage. so dont even bother saying stupid shit.
Most people that push exp/h on this server are almost always broke unless they buy points and use those to get supplies/gold.
Yeah thats another thing, having 50k~ points that you get for free for being a streamer kind of removes the annoying grind of making runes as a mage lol. Also fucks up the entire servers economy tbh.
Its funny that so many people look up to these streamers when all of them get gifted free items/points on every server they play and suddenly they are gods.
But its not even that, just check jeres stream when he goes dungeons solo. He profits despite spending 40k/100gmps.
 
Our global rarity system plays a crucial role in ensuring fairness across the loot system. Let me break down how it works and how it addresses the concerns raised.

Global Rarity System Overview​

The global rarity system is designed to ensure that every item, regardless of its base drop chance, has a consistent probability of being rare, epic, or legendary. This system scales the rarity chances based on the item’s base drop chance.
  • Global Rarity Chances:
    • Common: 10%
    • Uncommon: 2%
    • Rare: 0.5%
    • Epic: 0.1%
    • Legendary: 0.02%

Scaling Factor​

The system adjusts the rarity chances using a scaling factor based on the item’s drop chance. The scaling factor formula is:
LUA:
Scaling Factor= 100,000 / Drop Chance

Example: Plate Legs vs. Terra Legs​

  • Plate Legs(49% drop chance)
    • After applying the scaling factor, you would need to kill around 4,982 Ghastly Dragons to get a legendary plate legs.
  • Terra Legs(3.13% drop chance)
    • After applying the scaling factor, the final chance of getting a legendary terra legs is approximately 1 in 5,000 kills.

Key Points:​

  1. Consistency Across All Monsters: This example applies to all monsters and their respective loot. The system ensures that you need to grind a similar amount of time to loot rare, epic, or legendary gear from all types of loot.
  2. Misconception About "Printing" Items: The system is balanced to prevent easy farming of high-tier items. Even with a higher base drop chance, the rarity scaling ensures that obtaining legendary items remains challenging.

Conclusion:​

  • For Plate Legs: Around 1 in 4,982 Ghastly Dragons for a legendary drop.
  • For Terra Legs: Around 1 in 5,000 Ghastly Dragons for a legendary drop.
This system, while not perfect, ensures a balanced and fair experience for all players. It can be tweaked, of course, but the current design is intended to prevent any “printing” of epic or legendary items.

So, yes, the system does ensure that obtaining legendary items, whether it’s plate legs or terra legs, requires significant effort. The goal is to maintain the challenge and excitement of looting rare items across the board.

Thank you for the feedback, and we’ll continue to refine the system as we gather more data and insights from players like you.
its clearly doesnt work properly as we killed well over 8500 heroes as theres maximum chance
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and we are talking about uncommon/rare maybe epic items as currently upgrading legendary items is most likely impossible for avg player until they hit 150lvl+ and have team to farm dungeons

big issue here is also when monster got chance to drop t3 items but they have to spawn as elite else they drop t2 or t2 for elite and t1 regular monster then looting for example c armor, c legs, c shield or scarf t2 from hero is almost impossible and u need those items for progress or u will get one tapped by other mobs if u try to fight them outside of stack/doesnt kite them
 
📝 Eternal Odyssey - Major Update & Patch Now Live! 📝

Based on player feedback, we’ve revamped the dungeon system to ensure that players at every stage of the game (level-wise) can now upgrade any looted rare item they find. This is now possible thanks to the new dungeon and shard system introduced in today’s update. Additionally, we’ve revisited the global rarity chances—items with lower drop rates will now have significantly higher upper-capped chances! For full details, be sure to check out our Wiki.

Here's a full breakdown of what’s new and improved:

🏰 Dungeon Access Overhaul:
  • Dungeon Keystones are no longer required for regular dungeons! You can now sell them to Grizzly Adams for a higher price.
  • To access dungeons, you’ll now need:a) A one-time access quest, which you can find in thematic locations around the main continent.b) Specific Creature products that match the dungeon’s theme.
⚠️ Note: Insane dungeon keystones are still required to access Insane dungeons—no changes there!

🛡️ Dungeon Progression Reset:
  • All dungeon difficulties have been reset, including Solo and Group runs. Everyone starts fresh, so gear up and tackle the dungeons again!
⚔️ Monster & Boss Updates:
  • Some Champion monsters and Dungeon Bosses have learned new, more powerful abilities, making encounters more challenging.
  • We’ve also revised Dungeon Boss drop rates, increasing chances where necessary (no decreases).
🔮 Upgrading System Rework:
  • You can now convert your old crystal shards into the new tier shards via the crafting table.
  • New Tier Shards are required to upgrade items of the same tier and can be looted from dungeons or bought from other players—there’s no upgrading or downgrading between shard tiers.
  • Upgrading now requires 1 to 5 tier shards, depending on item rarity. Creature Products for upgrades have also been adjusted.
  • You can now upgrade items up to T4, with T4 items soon to be available from the new continent. Work on T5 upgrading materials is still ongoing.
🐚 New Deeplings Spawn:
  • A brand new Deeplings spawn has been added.
🧙 Druid Spell Patch:
  • We’ve revisited the Tera Wave Spell for Druids to improve its balance and performance.
🖥️ Reminder:
Please make sure to update your clients to access all of the new features and ensure smooth gameplay!

📜 Wiki Update:
We’ll be updating our Wiki soon with full details about the changes and updates.

We hope you enjoy this new chapter of Eternal Odyssey. See you in-game, and good luck with the challenges ahead! 💪
 
The highscore list on this server always bothered the shit out of me.
At its peak you had like 400~ players online and its been running for like 2,5 months.

Highest level is 220 but the rest of highscore list is too weird. 100th on the list is lvl 71?
Server is fun and all but there are a lot of things to balance for the future. Perhaps make it less ”dungeon with team repeat” and more available for solo playing.
 
The highscore list on this server always bothered the shit out of me.
At its peak you had like 400~ players online and its been running for like 2,5 months.

Highest level is 220 but the rest of highscore list is too weird. 100th on the list is lvl 71?
Server is fun and all but there are a lot of things to balance for the future. Perhaps make it less ”dungeon with team repeat” and more available for solo playing.
Thanks for your feedback! First off, just to clarify, the server has been running for ~1.5 months (since July 25th).

Regarding the dungeon system, we’ve made some changes that actually benefit solo players more with the new product requirements. For example, if you have a party of 4 players, each member needs X products to enter the dungeon. You can either go in as a team, which requires the products for all 4 members but results in only 1 boss kill, or you can split up and do 4 solo dungeons, resulting in 4 boss kills. So when it comes to farming boss loot, solo play is more efficient in that sense. However, as the dungeon difficulty increases, it will eventually become impossible to solo, so teams will still be needed at higher levels.

That said, we’re always open to new ideas for balancing and improving the experience. So, if you have any suggestions for future improvements or other feedback, we’d love to hear it! Constructive input helps us make the game better for everyone.
 
Thanks for your feedback! First off, just to clarify, the server has been running for ~1.5 months (since July 25th).

Regarding the dungeon system, we’ve made some changes that actually benefit solo players more with the new product requirements. For example, if you have a party of 4 players, each member needs X products to enter the dungeon. You can either go in as a team, which requires the products for all 4 members but results in only 1 boss kill, or you can split up and do 4 solo dungeons, resulting in 4 boss kills. So when it comes to farming boss loot, solo play is more efficient in that sense. However, as the dungeon difficulty increases, it will eventually become impossible to solo, so teams will still be needed at higher levels.

That said, we’re always open to new ideas for balancing and improving the experience. So, if you have any suggestions for future improvements or other feedback, we’d love to hear it! Constructive input helps us make the game better for everyone.
You’ve done well in fixing these issues as they have appeared so I will for sure give it a shot in the future if you decide to reset but in my opinion the imbalance that existed ruined some of the fun in playing this version.
 
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Greetings, adventurers! It’s been an exciting journey since we launched Eternal Odyssey, and we’ve made some significant updates to improve gameplay, balance the systems, and enhance your overall experience. Since the dungeon and shard rework, here are some of the most important tweaks we’ve implemented:


🛠️ Major Updates Since the Dungeon & Shards Rework:

  • Dungeon Shards & Products Overhaul:
    The shard chances in dungeons have been greatly increased, and we've adjusted where certain shards drop to better fit dungeon themes. Boss products have been completely removed to encourage shard farming and item upgrading. On the other hand, items dropped from Dungeon Bosses have been tuned up!
  • Elite+ Monsters Balancing:
    Adjusted rarity/drop ratios for Elite+ monsters—slightly increasing the rarity chance while reducing overall drop chance for better balance.
  • New Spells for Druids & Mages:
    Druids now have access to the new level spell "Wrath of Nature" and rune spell "Stone Shower". For mages, we’ve tweaked Fire and Ice Waves to reduce mana costs and bring their damage in line with other spells.
  • Paladin Improvements:
    Paladins now have the ability to conjure arrows/bolts from the superior arrow/bolt spell level based on their spell level—giving more flexibility in combat.
  • Auto-Attack Optimization for Knights & Paladins:
    We’ve optimized the formula for auto-attacks, making damage more consistent around the average and reducing extreme low and high hits.
  • Invisibility Detection Fix:
    We’ve increased the invisibility detection threshold to champions and superior creatures, so elites no longer detect invisible players.
  • New Spawns & Loot Adjustments:
    Added new spawns such as High Lizards and tweaked several monsters' creature product loot rates. Plus, a new waypoint has been added in a remote location southwest of Thais!


🎉 And on a Personal Note 🎉
Today is a special day for me—it’s my 35th birthday! 🎂 To celebrate, we’ve got special weekend events lined up, including Pinatas, raids, and a 35% discount on the shop! It’s a perfect time to jump in and be part of the community.

Looking ahead, we’ve got exciting plans for the future, and we’re actively listening to feedback. If you want your opinions and ideas to help shape Eternal Odyssey, now is the time to join! Your input could play a big role in how the game evolves.
 
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