In this thread we would like to share and discuss with you our vision at the upcoming patch, this will include the current development plan, overall changes at the server and of course vocations balancing. Ask us questions about the content, share your comments, and make your requests.
PS: We have noticed that your conversation about vocations was already started at this Thread. So it's up to you to continue there or just engage into this one, both threads are followed. Ok Let's start!
Within the upcoming patch we will be focusing on several parts of the game at once, we wanted to make a change for all the players not only the highest one's also not limited to vocation balancing matters. So we had to start from scratch by changing the Hunting System and Questing Systems. Hunting in Xerazx-OTS is a motivational part since you gain more power each time you rebirth up, but we want to make it more than "just to get stronger" especially at the beginner rebirth stage (0-200 rebirth).
Hence, our plan is to add more options to hunt rather than sticking to a couple or triple type of monsters (Troll Champions and Dark Sorcerers)in order to make the hunting part is an enjoyable part of the game. Higher rebirths unlocks you a new hunting area and new monsters, e.g from 0-10 rebirths (Troll Champions and Dark Sorcerers) from 10-25 (Magma troll) also to erase the repetition part. One more point we are focusing on, is to decrease the effort a new player is taking to hunt, the issue is that Spawns are small one's but there are many of them, the amount of monsters in each spawn is not satisfied also you really have to make lots of roams between all the server spawns and teleports to rapidly level up. We want to decrease this sort of "Macro Hunting", so not every a couple of minutes (after you killed all the monster in a resp) you have to do the following steps Go to Temple -> Hunting Teleport -> Find another unequipped hunting teleport -> Kill the monsters and repeat again.
Too many options we actually had in mind to eliminate the Macro Hunting, but not most of them actually fitted into a Highexp server. However, we ended up with a suitable solution and we think it fits the server type, where spawns and hunting teleprots will be extremely expanded and the amount of monsters in each teleport will be incredibly increased, this will be more than a double or triple size amount of monsters. So once you entered a teleport you will find that it has the enough amount of monsters to get you the required level, to rebirth up without a need to find another unequipped hunting spot, you are no longer required to roam among the hunting teleports since the spawning time is going to be really fast, and the area is just big enough to carry more than 3 or 5 players. The amount of quests for low players will be significantly decreased and rewards will be united in lower amount of quests, also there going to be a bit of organization and rework on the items.
Let's move on the vocations part which is the interested one's to you. So, we have read your ideas and suggestions about the new spells, crafting items, all of them are actually good one's and can be implemented to the server after making few changes on it, however, we are also considering pushing a new part at the game play, which is "Being Rewarded for Playing Better". This is actually a too deep topic which we have been recently reading and gathering resources about at the online game development sections, but i will try to give you a small preview of how this sort of mechanism can be applied into Tibia. For example, the new knight spell "Exori Hur Gran Mas" always dealing an exact amount of damage (based on your rebirth) also costs the knight a constant amount of 30% health, we can apply the being rewarded for playing better mechanism into this spell by making the knight deals more damage based on the amount of missing mana (in case of a mage) or health in case of Knight or a Paladin and the cost remains constant, that way the good play will come when you use the spell against the target whenever it has a mana/health drop, this is the time where you can actually make an effective amount of damage and make a good play. Of course, the mentioned example is not what is going to be exactly implemented on the spell and not limited to this one only, but this was just a preview of how things would be changing so you can give us your comments and feedback and whether or not you will find it more attractive and interesting into this kind of game play or not.
Feel free to Ask us questions about the content, share your comments, and make your requests. We are waitinf for you!