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Why not: Max level

AnOldGuy

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I wondered why no good servers with the max level implemented exist.
I have been playing many MMO RPG games, and some have that mechanic pretty well implemented.

Benefits:
  • Optimized character progression - Players can fully optimize their characters.
  • Competitive PvP balance - In PvP scenarios, max-level characters remove unfair fights, making it more skill-based.
  • Content balance - With max level, it is easier to design challenging end-game content.

What do you think?
I believe that this could work great on 7.4-8.6 servers (especially with custom servers and mechanics).
 
Because its boring



We are in tibia, this won't work out here



Everything below 8.x would be pointless
Level cap is extremely common (and successful) accross different mmorpgs, have you only played Tibia in your life?
Also, it obviously wouldnt work for Cipsoft's Tibia current model but it could work for a custom OT with a different model of game design that could allow for a level cap to be feasible. You can do anything in a custom OT, you don't need to stick to the same game design or concept as cipsoft's Tibia (like 99% of OTs do).
I just posted a proof of that in my post above. Although Phobos is not an OT (it has its own engine, is as old as the OTServ project itself), it is in concept similar to what a custom OT could be, and there you have level cap with no issues.
 

Tibia community is different

Level cap is extremely common (and successful) accross different mmorpgs, have you only played Tibia in your life?
Also, it obviously wouldnt work for Cipsoft's Tibia current model but it could work for a custom OT with a different model of game design that could allow for a level cap to be feasible. You can do anything in a custom OT, you don't need to stick to the same game design or concept as cipsoft's Tibia (like 99% of OTs do).
I just posted a proof of that in my post above. Although Phobos is not an OT (it has its own engine, is as old as the OTServ project itself), it is in concept similar to what a custom OT could be, and there you have level cap with no issues.

My bad! I didn't mean its boring in general, its boring in "Tibia" I think

Maybe im wrong tho and it could work out really good
 
As someone mentioned above, almost anything is possible in open tibia servers. I view OTs as a sandbox for people to create whatever they want while still retaining that tibia feel that we love.

Max level cap might work if implemented properly. Usually hitting max level means you've completed most content available, so you would need to find a way to keep player retention. That leaves PVP and character customization. Will it be enough?

Most people who play tibia and OTs are used to the classic progression of getting exp, leveling up, getting stronger, and fighting harder monsters until all content is finished. Depending on how long it takes to reach your cap, it could cause many people to quit once hitting it. Think of MMOs where there are level caps and those people who've completed all the content. They quit and wait until an expansion or for a new update, then they might come back.

An interesting thought is every server has limited content so, in theory if you do the math, you could add a max level cap estimation of what level someone would be after completing all current content and cap it there. Then as you work on adding more content, increase the level cap periodically. For example, Maplestory's level cap went from 200 > 250 > 300 over the course of 21 years as more content was released.

There are pros and cons of max level cap. Could it work? Yeah. Will someone make a server with it properly implemented? Probably not.
 
You're telling me this is not an otserver? ok
View attachment 85568
Yes, although it really looks like one, this is by definition not an OTserv (it does not utilize resources from OTServ open source project or stuff like that). In fact, the dev that started Phobos was one of the very first devs that actually helped develop the OTServ project itself back in the days (like first OTServ versions ever), but back then he decided to start his own project inspired in Tibia with his completely different code base made from scratch. Phobos is as old as the original OTServ project.
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This comment is just an angry person that is talking non-sense things. Theres no assets from Tibia in Phobos.
Phobos map is quite original and to honest, as an oldschool mapper myself, one of the best map designs I've seen in any tibia-like games, its far from being the same as Tibia. Same for the graphic assets, which were made by some of the best sprite artists back then, even some artists that actually did famous good looking sprites for cipsoft also donated some sprites to Phobos. I'd say between the tibia-like / OTs out there its the artistically the best looking game I've played.
 
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I would like a level cap in OTs. For instance, say that patch 1, level cap is 50. patch 2, level cap is 60. The hp/mana wont differ much in these 10 levels, but there could be new item sets that are way stronger than the previous patch item sets. And just getting to 60 doesnt mean that you finished the new content, but instead are ready for the end-game of the new content. which would be best items and killing bosses, no?
 
As someone mentioned above, almost anything is possible in open tibia servers. I view OTs as a sandbox for people to create whatever they want while still retaining that tibia feel that we love.

Max level cap might work if implemented properly. Usually hitting max level means you've completed most content available, so you would need to find a way to keep player retention. That leaves PVP and character customization. Will it be enough?

Most people who play tibia and OTs are used to the classic progression of getting exp, leveling up, getting stronger, and fighting harder monsters until all content is finished. Depending on how long it takes to reach your cap, it could cause many people to quit once hitting it. Think of MMOs where there are level caps and those people who've completed all the content. They quit and wait until an expansion or for a new update, then they might come back.

An interesting thought is every server has limited content so, in theory if you do the math, you could add a max level cap estimation of what level someone would be after completing all current content and cap it there. Then as you work on adding more content, increase the level cap periodically. For example, Maplestory's level cap went from 200 > 250 > 300 over the course of 21 years as more content was released.

There are pros and cons of max level cap. Could it work? Yeah. Will someone make a server with it properly implemented? Probably not.
Also games with level cap usually rely heavily on gear progression rather than level progression. So sure you can hit the level cap "quickly" but grinding for that BiS gear on the other hand will take you months/years as its usually very challegning / rare / etc, so there is that.
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I would like a level cap in OTs. For instance, say that patch 1, level cap is 50. patch 2, level cap is 60. The hp/mana wont differ much in these 10 levels, but there could be new item sets that are way stronger than the previous patch item sets. And just getting to 60 doesnt mean that you finished the new content, but instead are ready for the end-game of the new content. which would be best items and killing bosses, no?
I also really like this approach. I believe Phobos kind of tried to follow this although the game suffers from slow development so level cap has been stuck at 50 for years, but I feel thats a good direction to follow (increasing cap slowly as you bring more content).
 
This comment is just an angry person that is talking non-sense things. Theres no assets from Tibia in Phobos.
Phobos map is quite original and to honest, as an oldschool mapper myself, one of the best map designs I've seen in any tibia-like games, its far from being the same as Tibia. Same for the graphic assets, which were made by some of the best sprite artists back then, even some artists that actually did famous good looking sprites for cipsoft also donated some sprites to Phobos. I'd say between the tibia-like / OTs out there its the artistically the best looking game I've played.
It doesn't matter if you find any sprites from Tibia in Phobos or not. If it's made with open tibia tools then it's OTS, nothing more, nothing less.
You could download TFS, OTClient, open tibia sprite pack so that none of the Cipsoft sprites are in your client and launch a server. Will you call it a new game...? don't be pathetic, custom ots its still ots
btw. phobos is really poor

What do you think?
I believe that this could work great on 7.4-8.6 servers (especially with custom servers and mechanics).
tibia community love grinding and leveling up so level cap isn't a good thing for tibia servers
 
‎ ‎ ‎

0 - 100 - 0

all players exp locked 10 levels/ month

old tibia content > from level 8

there is no level requirement


‎ ‎ ‎‎ ‎
 
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As someone mentioned above, almost anything is possible in open tibia servers. I view OTs as a sandbox for people to create whatever they want while still retaining that tibia feel that we love.

Max level cap might work if implemented properly. Usually hitting max level means you've completed most content available, so you would need to find a way to keep player retention. That leaves PVP and character customization. Will it be enough?

Most people who play tibia and OTs are used to the classic progression of getting exp, leveling up, getting stronger, and fighting harder monsters until all content is finished. Depending on how long it takes to reach your cap, it could cause many people to quit once hitting it. Think of MMOs where there are level caps and those people who've completed all the content. They quit and wait until an expansion or for a new update, then they might come back.

An interesting thought is every server has limited content so, in theory if you do the math, you could add a max level cap estimation of what level someone would be after completing all current content and cap it there. Then as you work on adding more content, increase the level cap periodically. For example, Maplestory's level cap went from 200 > 250 > 300 over the course of 21 years as more content was released.

There are pros and cons of max level cap. Could it work? Yeah. Will someone make a server with it properly implemented? Probably not.
With regards to player retention after level cap, World of Warcraft has an amazing way of handling it IMO. Raids, dungeons (mythic+ in retail) and PVP are all good ways of keeping the playerbase around for whenever a new patch comes around. Sure you can experience dips in retention whenever you've completed raids/dungeons and gotten the items you want to get. In Tibia you could have what they implemented in Season of Discovery so that you gain exp faster up to level cap as a catch up mechanic so you could potentially have multiple characters to play around with.

Most of the people who quit when they've completed all content is a select few, from what I could tell from playing World of Warcraft classic since 2019. Most people play out of habit, level alts and rinse and repeat on the alts.

The way I see it is if you implement the level cap system that World of Warcraft has, you have a higher success chance than if you try and develop your own cause it's proven to work for over 20(?) years.

It would be for sure way harder adapt the OT playerbase but I do think it could work. It's an interesting topic.
 
74 people liked it 4 people disliked it so I don't think he's talking non-sense
I've been playing Phobos since its beginnings back in 2007, trust me, that is pure non-sense hate, that guy has no idea what he is talking about. Phobos has been around for a long time, despite being extremely slow in development (which is the cause for its lack of success). It does not use any Open Tibia tools or resources, as in fact it was coded way before those Open Tibia tools even existed.
One of the best aspects of the game, apart of the artistic quality, is the lore and the mysterious quests, which are very thoughtful, better than any custom "rpg" OT you'll find around. So that person is talking complete non-sense as there is nothing taken from Tibia in either the map design or the lore, everything is original. The only thing is that the game resembles Tibia since it was designed that way (inspired by Tibia).

This is a very old picture (2007 as you can see) from an article in TibiaNews website (very old one that doesnt exist anymore) that made the game famous back then. Of course almost all the sprites you see in that picture were updated/improved with time.

I invite you to try the game at least for an hour of game-play and see for yourself that that comment is bullshit.

1718757790363.png
 
Tibia level limited servers are dead since 20X0 - since 7.X with 350 level limit (software limit for 7.x client).
20 years ago a lot of players played them (I had a WarOTS with 80 start level and 150 level limit with 100+ online for moooonths). Around 16 years ago I've played them.
Then they are probably dead.

Nobody cared about "PvP skills", all wanted to get max level (717k on new Tibia clients) and be strongest by boting 24/7. LIKE in 'new' games (click/pay 24/7 to win).

This is a very old picture (2007 as you can see) from an article in TibiaNews website (very old one that doesnt exist anymore) that made the game famous back then. Of course almost all the sprites you see in that picture were updated/improved with time.
History of "2007" OTS ( Wayback Machine (https://web.archive.org/web/20070601000000*/phobosonline.com) ):
2007: Phobos Online (https://web.archive.org/web/20070711105529/http://phobosonline.com/)
2008: Phobos (https://web.archive.org/web/20080706122034/http://www.phobosonline.com/)
2009: offline
2010: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20101209064953/phobosonline.com)
2011: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20111003144839/http://phobosonline.com/)
2012-2014 - 'WE ARE DEAD' (2012 "beta" -> 2018 "release", check Phobos-Online (https://otland.net/threads/phobos-online.168947/) )
2016: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20161021032131/http://phobosonline.com/)

and then it appears in 2020 on Steam - with all sprites/outfits 'improved' (replaced) to not get instant ban by CipSoft:
1718761635408.png

and we got stats:
They get 6 players online in 2021. Great, like dead game.

1718762196422.png

Top review by Steam is "downloaded Virus stealing bank passwords, don't play this"
 
Tibia level limited servers are dead since 20X0 - since 7.X with 350 level limit (software limit for 7.x client).
20 years ago a lot of players played them (I had a WarOTS with 80 start level and 150 level limit with 100+ online for moooonths). Around 16 years ago I've played them.
Then they are probably dead.

Nobody cared about "PvP skills", all wanted to get max level (717k on new Tibia clients) and be strongest by boting 24/7. LIKE in 'new' games (click/pay 24/7 to win).


History of "2007" OTS ( Wayback Machine (https://web.archive.org/web/20070601000000*/phobosonline.com) ):
2007: Phobos Online (https://web.archive.org/web/20070711105529/http://phobosonline.com/)
2008: Phobos (https://web.archive.org/web/20080706122034/http://www.phobosonline.com/)
2009: offline
2010: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20101209064953/phobosonline.com)
2011: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20111003144839/http://phobosonline.com/)
2012-2014 - 'WE ARE DEAD' (2012 "beta" -> 2018 "release", check Phobos-Online (https://otland.net/threads/phobos-online.168947/) )
2016: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20161021032131/http://phobosonline.com/)

and then it appears in 2020 on Steam - with all sprites/outfits 'improved' (replaced) to not get instant ban by CipSoft:
View attachment 85574

and we got stats:
They get 6 players online in 2021. Great, like dead game.

View attachment 85576

Top review by Steam is "downloaded Virus stealing bank passwords, don't play this"

Im suprised they exists that long :O
 
Tibia level limited servers are dead since 20X0 - since 7.X with 350 level limit (software limit for 7.x client).
20 years ago a lot of players played them (I had a WarOTS with 80 start level and 150 level limit with 100+ online for moooonths). Around 16 years ago I've played them.
Then they are probably dead.

Nobody cared about "PvP skills", all wanted to get max level (717k on new Tibia clients) and be strongest by boting 24/7. LIKE in 'new' games (click/pay 24/7 to win).


History of "2007" OTS ( Wayback Machine (https://web.archive.org/web/20070601000000*/phobosonline.com) ):
2007: Phobos Online (https://web.archive.org/web/20070711105529/http://phobosonline.com/)
2008: Phobos (https://web.archive.org/web/20080706122034/http://www.phobosonline.com/)
2009: offline
2010: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20101209064953/phobosonline.com)
2011: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20111003144839/http://phobosonline.com/)
2012-2014 - 'WE ARE DEAD' (2012 "beta" -> 2018 "release", check Phobos-Online (https://otland.net/threads/phobos-online.168947/) )
2016: Phobos - A Fantasy Adventure - Home (https://web.archive.org/web/20161021032131/http://phobosonline.com/)

and then it appears in 2020 on Steam - with all sprites/outfits 'improved' (replaced) to not get instant ban by CipSoft:
View attachment 85574

and we got stats:
They get 6 players online in 2021. Great, like dead game.

View attachment 85576

Top review by Steam is "downloaded Virus stealing bank passwords, don't play this"
Yes, sadly it is a "dead" game (there are on average ~5 players online but sometimes we can have like 10~15), but that is completely irrelevant to the fact that all these comments are lies / bullshit since there is nothing from Tibia in that game, its pure hate for no particular reason.
And yes of course the game existed before they put it on Steam, it was released in Steam at that time, its been going on in development regardless of it.
Also I am 100% confident there's no virus in this game lol. We have a pretty strong yet small community for several years, where everybody knows the devs for +10 years and been running the games on our machines during all that time, do you really think there would be virus lol. Obviously that is either a false positive or something else. I really don't understand why there's so much free hate here. You can call it a dead game all you want because that's true but why come with free hate or untruthful shit.

Phobos is a beautiful project, sadly "dead" because it lacked development speed for a long time, but its one worth some honor among the OT community as I said its been around as long as the OT itself, its known by many old devs and artists that were present in the community back then.
 
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