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Valoria MMO

I'm only asking about spells because I don't know how to use mana. I don't have it in my backpack or anywhere in the menu that says I can use mana to burn it in any way.

"I want to create a tutorial is quite difficult referring to time, Im coding a Zombie Event where players joins and must survive to Zombies, the last survivor would win some valoria coins, items, gold. The reward is not clarified yet but thats my current work state."

How are you supposed to encourage people to play when you don't know what's going on from the very beginning, and people will leave because they don't know how to play, even though I know Tibia by heart, so I don't know how to start using mana, or see where an NPC is on the minimap, so that a new player can easily understand the game.
 
I'm only asking about spells because I don't know how to use mana. I don't have it in my backpack or anywhere in the menu that says I can use mana to burn it in any way.

"I want to create a tutorial is quite difficult referring to time, Im coding a Zombie Event where players joins and must survive to Zombies, the last survivor would win some valoria coins, items, gold. The reward is not clarified yet but thats my current work state."

How are you supposed to encourage people to play when you don't know what's going on from the very beginning, and people will leave because they don't know how to play, even though I know Tibia by heart, so I don't know how to start using mana, or see where an NPC is on the minimap, so that a new player can easily understand the game.
To unlock spells, you must increase your magic level, for example, utani hur is for magic level 4 in tibia, so you need to increase your magic level.
The million question: how?
On the right side of the screen you will see 12 slots emptys, just hold a click or your finger for 1s, and a submenu will appear.
Without stop click, just drag your mouse or finger to desired spell or item(potion or rune)
Then you click the slot to use the spell.

I know is a bit complex, need somehow to make it easier.

About where to go, I think is part of mystery, thats how you start knowing stuffs in tibia, just remember your init days, untill a day that you start a new character and you go directly to X area to kill Y monster with Z equipment using the factor mode fight(attack,balance,defense).

This is the essence of Tibia that now is missed in most common mmorpg games, the difficulty by the player experience :D

Edit 1:
I am aware that times now are quite different from before, but... is that really good? Almost for me, what encouraged me to play tibia was its own difficulty untill you learn something, and yes, this is my reason for Valoria MMO.
 
Yeah but it doesnt force anyone to pay, so i think its not p2w, its pay to progress
I just love how shit terms are created over time to justify getting money by companies and later people act like clowns repeating same thing. Pay to progress is pay to win anyway
 
I just love how shit terms are created over time to justify getting money by companies and later people act like clowns repeating same thing. Pay to progress is pay to win anyway
Well, i think thats outside of the main topyc, you already mentioned it, we have different ways to see something.
If you consider it, and you are fine with it, im good :)
 
ok so the game is pay to win or whatever you want call it.
A work of 5 years must be free because someone wants to enjoy a game with everything given throught the game, ok that correct somehow.
But, if the server has a price... how to maintain it?
Please go get a job xddddddddd
As its been said before, the game gives you the chance to progress, of course, you will pay it with your time.
This is like to buy a car without cash and you finance it to make it cheaper, but you pay it with life time.
 
ok so the game is pay to win or whatever you want call it.
A work of 5 years must be free because someone wants to enjoy a game with everything given throught the game, ok that correct somehow.
But, if the server has a price... how to maintain it?
Please go get a job xddddddddd
As its been said before, the game gives you the chance to progress, of course, you will pay it with your time.
This is like to buy a car without cash and you finance it to make it cheaper, but you pay it with life time.
Ye but tibia which is making like for 25years is way cheapper...
I do have job.

I could say that game is in alpha? Just out of the city are mummies - WOW? Windows client isnt playable.
That project is A GREATE future game but now ? Im shocked if any1 will pay that prices.
 
Ye but tibia which is making like for 25years is way cheapper...
I do have job.

I could say that game is in alpha? Just out of the city are mummies - WOW? Windows client isnt playable.
That project is A GREATE future game but now ? Im shocked if any1 will pay that prices.
You dont know how my prices works to send a comment like that.
No, the game is not in alpha.
Why is unplayable?
 
Chat open via mouse click?
Stupid drop Item system
Movement speed ?

Anyway i donated u 5€ for keep going
Ok so i want to clarify something now that i have your feedback.
the game is quite based for android devices, thats why i dont have still a custom windows/linux chat system.
the same thing for drop system(i guess you refer to inventory), i have added a input box, still i have lack of experience to do a scrollbar.
movement speed must be reworked, i dont know why nodejs has a cap server max limit speed set to 10, if thats not the case, you might refer to a "jumpback" this one happens when your client runs faster than server side, when your client sends an input the server process it, if the action seems faster on client than server, it push you back 1sqm... Yes quite annoying, this happens on mobile version and its under review.


About your donation, thank you very much, i really appreciatte it.
Note that every usd collected goes directly to art, refactoring, get better vps or whatever is needed for the game.

Also and no less important, thank you for your feedback, with your reply i have added those 3 stuff to trello task list, so in future will be covered.
<3
 
Well it is quite sad to see such an attitude from a developer. You present rather condescending and stubborn attitude. Try to be more open minded to constructive criticism.
Not sure why you won't admit it is p2w when it clearly is but instead try to find some mind loopholes to justify your way.
All games are pay to win, but the game offers you the slow way, items throught the game and skill with monsters.
What you are saying here is also complete nonsense as not all games are pay to win and even if many are it is still not a proper justification. It is like saying "many ppl throw trash on the beach so it is okay to do it" this is twisted logic because it is not fine and you can simply do better.
You offer BIS items for 3 slots which is quite much for a low rate 4/5 difficulty project. There are other less impacting and less intrusive way of monetization some of which you already included...

5 years of development is also a rather dubious argument because it doesn't represent anything. We don't know if that was continuous work or anything of that sort. Maybe someone else would be able to achieve same progress within a year? In which case that is on you not on us and end user shouldn't be responsible to compensate and pay for that extended time.

That being said it still looks like a neat project and as it was said in this thread this is what TibiaME should've looked liked but I still think it would be worth rethinking some of the monetization choices - especially bis items.
 
I have just started playing in the last week. I have been looking for a mobile version of tibia ( not tibiame ) for a while and found this gem.
It doesnt appear to be pay to win by any means, pay for an advatage sure but not to win.
My first day was walking around and trying to find npc's and figuring out what to do while getting pk'd by so many people. Losing experience sucks but atleast you dont lose skills.
I did refer to your website for help but that does need updating as spells tend to show the wrong amount of mana to be used ie: gfb , website says 190 mana but in game is 250.
Personally i like it but it does require work which is no biggie.
Maybe in the future you can add a non pvp world :)
 
Some changes in the client:
1721528410902.png

Our community is growing.
Today I could edit my old minimap(gray and red colors only), now it seems to be more lively!

In addition I managed to code from scratch:
- Automated Raids for low, medium and high levels.

I was thinking to add another event, lets say dungeons, quite similar to raids in a closed area where the character must survive for X amount of monsters.
Still thinking about it...
If someone has any event to add, feel free to post it!

Btw, to all who sent me their feelings, thank you all, really appreacited!


Need to sort the server somehow, seems to be laggy at certain amount of players like +30 but slowly to the right way!
 
I've been playing for a while now. And I'm really enjoying this project. I've spent some cash on training weapons and premmy time and reached lvl 36 (I'ma slow player) o really see myself playing this for some time. And I'd like to post some ideas here.

Some things that I really think that scares new players: the speed of the character (it's extremely slow), the hunt spot disposal, the low % of damage when leveling (it's low priority)

We need l better UX on spawns. There's no reason to have a giant spider at the side of the main city. it just sound like a troll thing. I know, some players can lure it. but it's not the case. there's a giant spider spawn at the same spot as minotaurs and cyclopes (or it can be my fear of GS speaking). I think it's gonna be really good to have a better hunt spot distribution. The spawns are so small that you are killing some low lvl mob and 2 sqms ahead is a +20lvl spot

The inventory is ok. I can manage it. But how I unequip something? I can only replace my equiped item?

The lag. I can easily play with 130ms. it's not perfect but it's ok for a game like that. But sometimes the game just runs offline and you only notice it when trying to enter in a hole or use an spell. And when you connect back, you are dead.

the passive points is tooooo low. 0,05% per level are really low. you see but none difference at your damage. like, 0,05% of a 30 DMG is nothing. And it's bad for the experience of the new players. I like de difficulty of the game. but the gain of speed and attack power make a lot of people drop that game for sure.

It's not "make the game easier" it's more like "show me that my efforts made some difference"

Responsive buttons. Bro, let me know when I've clicked on something. the buttons doesn't even move. just put something like "when clicked, make the button a bit darker" sometimes I don't know if my finger reached the right button.

The shop is ok. I don't think it's breaking or making the game p2w. it's a mobile game. People are comparing to a bayak 999x. that's not the case.
 
yo quiero agregar algo a todo lo que e pude leer..soy de la época del 2005 cuando empecé a jugar tibia y me trajo nostalgia...pero no se puede ni jugar de tanto lag que tiene, muere sin razón alguna porque no ahí monstruos que te atacan en ocasiones, o te matan porque se te congela el juego y apareces en la iglesia es una última ya que me encanto mucho
 
I've been playing for a while now. And I'm really enjoying this project. I've spent some cash on training weapons and premmy time and reached lvl 36 (I'ma slow player) o really see myself playing this for some time. And I'd like to post some ideas here.

Some things that I really think that scares new players: the speed of the character (it's extremely slow), the hunt spot disposal, the low % of damage when leveling (it's low priority)

We need l better UX on spawns. There's no reason to have a giant spider at the side of the main city. it just sound like a troll thing. I know, some players can lure it. but it's not the case. there's a giant spider spawn at the same spot as minotaurs and cyclopes (or it can be my fear of GS speaking). I think it's gonna be really good to have a better hunt spot distribution. The spawns are so small that you are killing some low lvl mob and 2 sqms ahead is a +20lvl spot

The inventory is ok. I can manage it. But how I unequip something? I can only replace my equiped item?

The lag. I can easily play with 130ms. it's not perfect but it's ok for a game like that. But sometimes the game just runs offline and you only notice it when trying to enter in a hole or use an spell. And when you connect back, you are dead.

the passive points is tooooo low. 0,05% per level are really low. you see but none difference at your damage. like, 0,05% of a 30 DMG is nothing. And it's bad for the experience of the new players. I like de difficulty of the game. but the gain of speed and attack power make a lot of people drop that game for sure.

It's not "make the game easier" it's more like "show me that my efforts made some difference"

Responsive buttons. Bro, let me know when I've clicked on something. the buttons doesn't even move. just put something like "when clicked, make the button a bit darker" sometimes I don't know if my finger reached the right button.

The shop is ok. I don't think it's breaking or making the game p2w. it's a mobile game. People are comparing to a bayak 999x. that's not the case.
Hello, I really appreciatte your feedback!

Regarding to Giant Spider's hole, its just a bad joke from my side, with that idea, I try to force my players to be carefull, look the map and watch where their character is moving.
I hate games where people doesnt consider each part of the map, so I decided to add it to force them ^^.

About lag, is not lag at all, its visual stuff due to a bottleneck, its caused by monster A* pathfind library, since everything runs in the same thread, it causes bottleneck because it consumes lot of CPU per calculation.
My lack of experience with "worker threards" in typescript doesnt allow me to fix that, but implementing it, will solve the issue for sure!

About the passive skill points, I can understand you perfectly, seems thats not enought or almost not noticeable, the purpose of these points is to encourage players to keep levelling since those points can boost their damage/resistance on a higher level.

So yes, you are right, you expect to see a difference in short game term, but I think that something collected fast, will be boring in some days.
My idea with Valoria is like the old tibia were players spent time doing runes to hunt... skilling... and such stuffs that initially cost time but later will change a lot the game experience as inversion.
As you know, when you play an OT or Tibia RL, you initially dont rush level, you just keep offline trainning or using exercise weapon, then you rush your level and enjoy everything in a way more efficient and attractive, like seeing your damage growing up each time you level up since you have a high skill ^^.

About the equipment stuff, I need to figure out a way to swap equipped stuff, intially the game is for Android devices, so I think confort should be the most important thing imo, It has been requested a lot, same as "look" function.
I want to add it in a near future.

Anyways, thank your for comment and time spent playing the project
 
I hope you dont misunderstand what I am about to say but this to me just seems like TibiaME mixed with 10.0 client Tibia.

Your ideas are great especially the slow paced gameplay and making it valuable to invest time into your character. However the visual appearance of the game just does not appeal to me at all.

In my opinion you could have just as well started a project with a custom map keeping the oldschool tibia graphics and kept your ideas when it comes to gameplay.
It would have been far more appealing to me.

However this is different to other ots so I wish you the best of luck and hope you succeed as you seem to be a person that strives to improve and learn.
 
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