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What 1 feature you want to see in OT

Some kind of client-sided spawn system.

It's where you can enter a spawn (by portal, for example) and have it all to yourself.
If another player enters the portal, he wouldn't see the player, he'd just be placed in "another copy" of the spawn.
This goes on infinitely.
No need to create 100 of these spawns on your map and check if each one is occupied before being placed.

This is the best I can explain the concept, it's not easy, I'm hoping some people may understand.
 
I understand your point but wouldn't that basicly make a player able to bot 24/7 without risking getting killed? I don't know though, depends on client version/ custom client.

I don't really have a ton of ideas, make a ton of quests so people never run out of stuff to do, you should also make a few harder/hidden quests that you actually have to explore and spend some time before you can get to the reward, which in my opinion adds a lot of rpg feeling.
 
I understand your point but wouldn't that basicly make a player able to bot 24/7 without risking getting killed? I don't know though, depends on client version/ custom client.

I don't really have a ton of ideas, make a ton of quests so people never run out of stuff to do, you should also make a few harder/hidden quests that you actually have to explore and spend some time before you can get to the reward, which in my opinion adds a lot of rpg feeling.

Well, if it can at least work, there's plenty of room for improvements. We can make it timed, we can make it require specific items to be looted and placed somewhere, we can do anything.

Your idea is what OT is severely lacking, I have been making these kind of quests where you have to actually do stuff, like in the Inquisition, like in the Pits of Inferno.
I might release a couple in the near future, but for now, they are reserved for a server that I am working on in my own free time.
 
Yeah i guess that is true.

If your server ever goes online i'll play for the sole reason i love those kinds of quest, you wouldn't believe how many hours i've spent on these quests on real tibia, like the sword of fury, femor hills tower, mino mage room, serpentine tower, the wall of fame and a lot more. Most of them probably has never even had a real solution just added maybe as a joke or something to be worked on later, or possibly to give people something to do when they're tired of exping. It wouldn't really make sence if there has been a solution to the sword of fury "quest" considering rookgaard has existed for what? 10 years? But still it's a mystery and i find that interesting.
 
The idea that Evan said is usually called Instances, which is something that already exists in WoW and a couple other mmorpgs
Doing something like that would require alot of changes in the sources
 
The idea that Evan said is usually called Instances, which is something that already exists in WoW and a couple other mmorpgs
Doing something like that would require alot of changes in the sources

Correct, but the fun thing is, it requires no client-sided changes.

I've once considered such a thing myself, but it's simply not worth it, since it might as well just not succeed. The fun thing of Tibia is actually that there are no instances. Physical houses etc, no instanced mess.
 
There is 1 way to do it where you would not need changes really =)
Ok let me explain, i will give you guys this one for free because i do not make ot's anymore =)

You can make a part of the map 2 times lets say you grab global map. You have pits of inferno.
You make a copy of the pits of inferno map.

You can hunt there and everything but if you have not started the mission you can not do the quest.

Ok so once you start the quest and you have lets say a team of 10 people (you could set it lets say with the npc that there is 1 leader who accepts the quest and tells the npc the name of the people joining.) So in other words those people mentioned to the npc receive a storage along with the leader and once they go to pits of inferno and enter passed the carrot part or well the log of premium then you get ported to the other side but on the copy of the map where no other people can come because you guys have the storage for the quest and only after you have finished or left the next team can get in =). you could even make 2 copies for 2 teams at once but yea hope you understand the idea =).

It is a way out of your problem of "not being able to do"
 
An event that I saw in another game {Silkroad Online}
Basically, it's a cave, that can only be accessible at certain points, let's call the cave Beakyung.

<server announcement> Beakyung will be opening in 15 minutes!
<server announcement> Beakyung will be opening in 10 minutes!
<server announcement> Beakyung will be opening in 5 minutes!
<server announcement> Beakyung has opened! Hurry in [or some other witty semi homosexual comment goes here]
Then the entrance is open for lets say... 15 minutes.
<server announcement> Beakyung has closed!
Now anyone in there can hunt or do whatever is in there for as long as they want, and there's a teleport which takes you out of the cave, however nobody can re-enter until the cave opens its gate's again, lets say in errr 5 hours.. So if you go in there, bring lots of supplies, slowly people will leave, which will make the cave better to grind on.
 
There's a difference between "copying" parts of the map and having real instances.

What are you talking about?

You can have that same part mapped in the map editor as a copy and noone will ever know they are on the copied map (only because i said it here) but if i would have made it you wouldnt know because it looks exactly the same but it is just that team there as an instance lol. ... .... ......
 
You could just do it like BoS server did and have it like a private spawn where you pay a lump some of say 50k gp, or a certain amount per monster say 1k per dragon lord. And if its a lump some after the dragon lords are killed you are teleported out. Where as if it was the regular way they would resspawn and you could stay forever this would remove the ability to bot there, and it would create more of a value of currency.

Say you do it with a lump some. You pay and it summons 25 dragon lords after you kill te 25th dragon lord you are teleported back to the position where you were teleported in from. Via the npc. And to be teleported in you would have to enter a code that is different everytime. So you cant create a script to just talk to the npc and get teleported in, then kill them and do it again, and also add a time variable where you can only enter once every 30 minutes or so.
 
Well, I was hoping to see more ideas/features...
 
What are you talking about?

You can have that same part mapped in the map editor as a copy and noone will ever know they are on the copied map (only because i said it here) but if i would have made it you wouldnt know because it looks exactly the same but it is just that team there as an instance lol. ... .... ......

There's a thing called the minimap.
Can't say it's practical either.
 
Having copied parts isn't that practical, lets say that you have a complicated quest with tons of scripts and npcs behind it and you want that quest to be instanced, this means that you'd have to make different scripts(or at least change them a bit) so they would support all instances, it would just turn into a big mess, I wouldn't advise anyone doing this without changing the sources unless they already have a clever plan on how to implement it(copy-pasting isn't one of them)

lets see more suggestions..
I'd love to see an actual spell creation ingame for players (like Oblivion/Skyrim) where players would be able to make their own spells, completely on their own
 
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