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#31

12.03.2022 21:39:11

Masacritoxd
Player

Level: 56
Profession: Knight
Residence: Venore
Posts: 1

Re: Tibiantis Lore, ankrahmun/aruthang.


Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?

#32

12.03.2022 23:37:12

Walter White
Player

Level: 109
Profession: Royal Paladin
Residence: Edron

Vice Leader of the Reality Reboot (Say my name)

Posts: 20

Re: Tibiantis Lore, ankrahmun/aruthang.


Masacritoxd  wrote:

Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?



What im saying is that if Ankrahmun was released tomorrow we will have a similar discussion / the same discussion in a year for more content / better hunting grounds. Just look what most people think about Aruthang. Comparing the spawns in Aruthang to the rest of Tibia shows it was a good and balanced update but most people dont really like it because it doesnt have any OP spawns and isnt filled with 40 hunting grounds.

I rather like the mystery and im saying that after having sunk myself 200-300 hours into trying to solve Ankrahmun and beeing unmotivated at the moment to try more. I just dont like this "crying" of "give content naow"

I also think most people will think Ankrahmun is a let-down (beside the first month long hype it would bring about exploring "new" stuff) because I dont think they will do a hugely overpowered region (as Ankrahmun was if you compared it in original 7.4 to the rest of the tibia in 7.4) on this server and in my opinion Aruthang kind of shows that it wont be overpowered or Aruthang would be filled with 40 spawns already. Ankrahmun will very likely be balanced (compared to original 7.4) like Aruthang is. I doubt we will have 7 tombs with each tomb containing 3-4 floors for effective hunting, 5 larva/scarab caves where in each cave 3 people can hunt on different floors, 2-3 dragon spawns etc. .

What I am worried about after playing several servers arround the 7.4 version is that people choose to play a old version with a limited map only to cry for new content, more hunting grounds, more quests etc. a year or two after launch. Many servers went down this route and I dont get those players that choose to play a old version with a limited map only to cry after a year "the map is too small". Yes I know Ankrahmun was normaly here and I wouldnt mind it if it was but having this divergence in the story and the mystery of getting there is in my opinion great but I know most people only play this game to get to lvl 150 as fast as possible instead of actually enjoying the old version for what it is.
  • Last edited 12.03.2022 23:42:16.
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#33

13.03.2022 09:40:37

War Wolf
Player

Level: 50
Profession: Sorcerer
Residence: Thais
Posts: 5

Re: Tibiantis Lore, ankrahmun/aruthang.


Walter White  wrote:

Masacritoxd  wrote:

Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?



What im saying is that if Ankrahmun was released tomorrow we will have a similar discussion / the same discussion in a year for more content / better hunting grounds. Just look what most people think about Aruthang. Comparing the spawns in Aruthang to the rest of Tibia shows it was a good and balanced update but most people dont really like it because it doesnt have any OP spawns and isnt filled with 40 hunting grounds.

I rather like the mystery and im saying that after having sunk myself 200-300 hours into trying to solve Ankrahmun and beeing unmotivated at the moment to try more. I just dont like this "crying" of "give content naow"

I also think most people will think Ankrahmun is a let-down (beside the first month long hype it would bring about exploring "new" stuff) because I dont think they will do a hugely overpowered region (as Ankrahmun was if you compared it in original 7.4 to the rest of the tibia in 7.4) on this server and in my opinion Aruthang kind of shows that it wont be overpowered or Aruthang would be filled with 40 spawns already. Ankrahmun will very likely be balanced (compared to original 7.4) like Aruthang is. I doubt we will have 7 tombs with each tomb containing 3-4 floors for effective hunting, 5 larva/scarab caves where in each cave 3 people can hunt on different floors, 2-3 dragon spawns etc. .

What I am worried about after playing several servers arround the 7.4 version is that people choose to play a old version with a limited map only to cry for new content, more hunting grounds, more quests etc. a year or two after launch. Many servers went down this route and I dont get those players that choose to play a old version with a limited map only to cry after a year "the map is too small". Yes I know Ankrahmun was normaly here and I wouldnt mind it if it was but having this divergence in the story and the mystery of getting there is in my opinion great but I know most people only play this game to get to lvl 150 as fast as possible instead of actually enjoying the old version for what it is.



+1

#34

13.03.2022 10:38:48

Lamusini
Player

Level: 116
Profession: Royal Paladin
Residence: Venore

Retired of the Bolts and Cats

Posts: 97

Re: Tibiantis Lore, ankrahmun/aruthang.


Walter White  wrote:

Masacritoxd  wrote:

Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?



What im saying is that if Ankrahmun was released tomorrow we will have a similar discussion / the same discussion in a year for more content / better hunting grounds. Just look what most people think about Aruthang. Comparing the spawns in Aruthang to the rest of Tibia shows it was a good and balanced update but most people dont really like it because it doesnt have any OP spawns and isnt filled with 40 hunting grounds.

I rather like the mystery and im saying that after having sunk myself 200-300 hours into trying to solve Ankrahmun and beeing unmotivated at the moment to try more. I just dont like this "crying" of "give content naow"

I also think most people will think Ankrahmun is a let-down (beside the first month long hype it would bring about exploring "new" stuff) because I dont think they will do a hugely overpowered region (as Ankrahmun was if you compared it in original 7.4 to the rest of the tibia in 7.4) on this server and in my opinion Aruthang kind of shows that it wont be overpowered or Aruthang would be filled with 40 spawns already. Ankrahmun will very likely be balanced (compared to original 7.4) like Aruthang is. I doubt we will have 7 tombs with each tomb containing 3-4 floors for effective hunting, 5 larva/scarab caves where in each cave 3 people can hunt on different floors, 2-3 dragon spawns etc. .

What I am worried about after playing several servers arround the 7.4 version is that people choose to play a old version with a limited map only to cry for new content, more hunting grounds, more quests etc. a year or two after launch. Many servers went down this route and I dont get those players that choose to play a old version with a limited map only to cry after a year "the map is too small". Yes I know Ankrahmun was normaly here and I wouldnt mind it if it was but having this divergence in the story and the mystery of getting there is in my opinion great but I know most people only play this game to get to lvl 150 as fast as possible instead of actually enjoying the old version for what it is.



+1

I guess many people just don't understand they don't need to be 150lv to have fun. Bahh, on this version it's more fun to play co-op on lvls 40-100 then solo hunting on char 100+.

And for example on Aruthang you have very cool place to team hunt - underworms and magma beasts:) something different
  • Last edited 13.03.2022 10:39:47.
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#35

13.03.2022 12:55:01

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 91

Re: Tibiantis Lore, ankrahmun/aruthang.


Old news [Archive]
Tibiantis History  wrote:


Djinn War

There is no race on earth in which eternal peace and harmony prevail. It might have seemed that djinns were an exception, but history shows there are none. Intelligent beings are not created for eternal happiness, but for struggling with their own weaknesses.

Probably the reason of split was friendship between the ruler – Gabel and human – Daraman. That's merely a guess, because it has never been confirmed by any party. Malor, a djinn general, under the guise of politeness, sometimes a request, sometimes a threat, recruited his allies in secret to get rid of then ruler. Although many strictly refused to betray Gabel, many of the strong warriors supported Malor. Fast and precise planning resulted in a very well prepared strategy. At Malor’s signal, the rebels attacked Gabel’s palace quickly and successfully defeated the guards, but their main goal, which was to kill the king, was not achieved. Gabel had been warned. Under the cover of night he managed to escape. Having learned that, Malor ordered his warriors to prepare, as he correctly predicted - a long war awaited them.

No fight there was for a while. Both sides focused on gaining as many allies as possible. However, the state of affairs of that time hit the consciousness of djinns hard. Some of them still remained neutral. The real drama took place in families where children stood against their parents and brother was ready to fight against brother. Since the very beginning it was known that the war would be rough, but followed by great division it directly threatened further fate of the djinn race. Factions have also differed by their names - Gabel's subordinates were called Marids and Malor's allies were named Efreets. None of the parties intended to let go, and deepening hatred only fueled the will to fight.

Eventually, Malor proposed a decisive resolution, challenging Gabel to a duel. Gabel, ready to do anything to end the war, accepted the challenge. That is how they stood against each other - the king and usurper - and behind them faithful armies. None of them was naive enough to appear in the fertile Kha'alabal glades without support. Gabel took the first step forward, and at the same time the ground in front parted in thousands and from its depths undead hordes came. Malor had managed to form a secret alliance with necromancers from Drefia. He now watched with satisfaction as Marids' troops retreated hastily to the south. The changeling did not expect, however, that this escape was part of a well thought-out plan. Similarly, he did not expect that Gabel would manage to form an alliance with the inhabitants of the city of Ankrahmun, to which Marids' troops were just heading. When he realized his plan had been figured out, it was too late for Malor to force the undead and revengeful Efreets to turn back. Despite the sea of arrows and stones decimating the troops, the undead along with the djinns methodically stormed the gates of the ancient city. Great fight begun.
Baa'led, commander of the Efreet detachment, was determined to decide the fate of war "here and now", despite significant loses on his side. Seeing bravely fighting, side by side, the united forces of Marids and humans, Baa'led called the most powerful wizards. They created a wall of fire which was supposed to change fortunes in this battle. But they could not precisely control direction of the fire and Marids' magicians tried to turn the fire against them. Flames moved as if undecided. Suddenly it turned north, mercilessly digesting its creators. Led by a delicate southern breeze, turned into dust everything it came across. This is how the beautiful, bustling Kha'Labal garden turned into a hostile, harsh desert.


A huge wall of fire that was constantly expanding in each direction separated two armies and forced them to retreat. High walls of Ankrahmun did not manage to stop the element, and people could not evacuate from the city burned alive in a blink of an eye. Those who managed to escape on ships - sailed up the continent, where they have founded a new settlement, named Darashia. Ruins of Ankrahmun became the new home for the undead, a cursed place where only brave warriors ventured, hoping to get to the treasury of the abandoned city. Few have ever returned from the trip, and if so, usually with new scars on their faces instead of stuffed pockets.


The war consumed many victims from both sides, and the survivors refused to continue fighting after losing their fortress. Gabel was in a losing position, knowing that he would not survive Malor's next attack. Therefore, the king turned to his good friend Fa'hradin for advice. He suggested using a trick to get rid of Malor. Gabel, wanting to avoid another bloodshed, agreed to Fa’hradin's idea. The special magic lamp was created, and the way in which it found itself in Malor's private chambers remains unknown to this day. Unsuspecting Malor was certain he was going to sleep in his own lamp. In fact, he was trapped. The lamp was quickly taken to the Marid fortress, and Malor became a prisoner of Gabel from then on.

The plan was partly successful. Despite the kidnapping, Efreet leaders were too hateful and vengeful to lay down their weapons. While generations of people built cities and powerful kingdoms far beyond the continent, djinn factions waited in secret for centuries to rebuild their armies. For safety reasons, Gabel decided to take the lamp with the imprisoned djinn far north. He did not suspect that many years later the orc race would build its fortress in the same place. One day the lamp was found and handed over to their ruler. It didn't take long to find out who was inside. The careless king released a powerful spirit after many years of captivity. Since then, fate of the orc ruler remains unknown. Subjects admit that their king is alive, but there is no one who can present a tangible proof. Also to this day, Malor travels the world waiting for a convenient moment to carry out an act of revenge, and anyone who makes an alliance with one side becomes at the same time the mortal enemy of the other faction.

ask not what tibiantis can do for you
ask what you can do for tibiantis

  • Last edited 13.03.2022 14:00:42.
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#36

13.03.2022 14:01:40

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 91

Re: Tibiantis Lore, ankrahmun/aruthang.


I
Day 187
It's been half a year on that smelly boat. My fever has subsided, but I'm not feeling any better. I think I'm driving crazy. Around noon I went on a deck and I mistook the clouds for a shore. Nobody laughed. I think we're all driving crazy. Even the Venoreans. Only the captain seems to stay in shape. Actually, I must had been already crazy for entering this crazy service. Was that the money or desire to get out of that falling-down town? The caliph must be crazy to believe his first-born son is still alive. And Battuta Ibn Kazzan was crazy as well. Designate a route to Thais through the Southern Seas? That's a crazy idea to even think of. He is probably long eaten by sharks or makes a signpost for sea turtles. And for us... on our way to death from dehydration... at best. Aren't we all crazy? Is it that burning sun or the omnipresent sand that makes all Darashians mad men? No wonder the king does not give a penny for that crazy sandy rubble... Curse that!

Day 188
In the early morning we were awekened by a scream. A mad scream. Not that kind of scream as when you call on someone. A scream as if you were being skinned alive. I wasn't frightened though. It sounded somewhat familiar, besides I think I'm already crazy enough not to care. But there was a commotion on the ship, so I looked up and then I heard clearly one word: "LAND!". A word I haven't heard for so long one could have thought it was a forbidden word. It was the sailor on a crow's nest. My first thought was that the poor guy drove crazy and has mistaken clouds for... suddenly, the land appeared before our eyes.



A land green as I've never seen in my life. Not that I have seen much other than the burnt land of Darashia, but... Is that real? Or have I just died and now my soul's slowly moving towards that green paradise? Well, could've been worse... 'Prepare the lifeboats, we're going ashore!' - yelled the captain just behind my ear.



II
Aruthang is an archipelago located in The South Seas. Only the biggest island - of the same name - is currently inhabited. It is the most recently discovered land. The first people to come to the island were the crew of Battuta's Ibn Kazzan expediton after they had strayed from the course during a storm. Their mission was to plot out a direct sea route between Darashia and Thais through the untamed south waters. Although the King had refused patronage over the expedition, Darashians still believed a much quicker and cheaper connection would get King's attention and improve their situation. They felt they were treated neglectfully and sought relief because of the unsolved case of the graveyard ruins of Ankrahmun, where seemingly necromancers of Drefia are rising an undead army.

But even disappearance of Battuta's ship - the first-born son of Caliph - did not affect the King, who himself is desperately focused on breaking the rebellion and planning to move forward in the war against orcish hordes. Rumours have it he also fears The Dark One may come back once again.
Help came from the side of Venore, the city of traders and great sailors. Venorean people are always looking for new ways to grow their independence from the Kingdom. Although it was widely considered wasteful, their policymakers thought that Darashians' loyalty might later pay off in that matter. So they offered their help in organizing search mission to rescue Battuta, as Caliph never stopped believing he was still alive.


The common Venorean-Darashian rescue expedition left the port of Venore under the command of a young and ambitious Captain Lionheart. The course of their journey and how they would find the island is unknown, but the ship eventually arrived in the new land, which would later be named Aruthang. They found five survivors of Battuta's party. Three more were reported to have died on the island, of which one was Battuta himself, to despair of Caliph. All the others were apparently taken by the irreconcilable sea.


The newly discovered archipelago quickly became an object of interest for Venoreans, where again they saw a chance for an expansion of their influence. Several other expeditions arrived in Aruthang and concluded rich mineral deposits of unknown origin. The new colony was oficially settled. As a part of Thaian Kingdom, the Venoreans were obligated to notify the King and so they did in a short note. However they did not mention about them having hired a party of dwarven miners to drill down the tunnels. Whether the King has already been made aware is unsure, as he hasn't yet made any statement regarding Aruthang. It seems that Venore balances in its politics very deftly, taking advantage of all the King's current affairs. Atleast for now. It is also believed only the sailors of Venore are competent and brave enough to dare the element of the southern waters.

Speaking of the tunnels, the geology of Aruthang is unusual as compared to the continent. It consists of layers that visuably differ from each other in terms of hardness and presence of minerals. Only the dwarves were able to establish the mines, but not without issues. Currently four mines operate everyday under custody of Gedor Otad from the Savage Axes. Port town is managed by humans, with Mark Helmsman being the one in charge and responsible for orders from the mother land.


On the island there are many species of plants that are not seen anywhere else. But it is mostly known for grapefruits plantation, which makes a great part of Aruthang's export. Dwarves' subject of study are also unknown species of mushrooms found in the caves.
Despite their clear free market views Venoreans charged the transport. That does not only include riches and minerals. They keep records of the whole flow of goods, which is probably due to the presence of dwarves. Although no one would openly admit, it is quite apparent the two sides don't fully trust each other.


Surprisingly, two of the castaways refused to go back. In recognition of their service, the Caliph relieved them of any duties. They still live in their survivors shelters and by the island society are considered rather harmless lunatics.


Fishing is important but not crucial. Meat is obtained from sheep that also live wild and are often hunted by kobolds - the humanoid race that inhabits the island. It is unclear whether kobolds are native inhabitants or had come to the island earlier. So far, not many contact attempts have been made. Kobolds are hostile to those who get too close to their dwellings, but they don't seem to attend the other parts of the island, therefore are not considered a big threat for now.


Threat comes mostly from beneath. Strange and savage specie has been found deep in the cavern under the well shaft. For that reason, the only well had to be closed and the colony still suffers lack of running water. Venore plans to greatly increase expenses on the military in further expansion of the colony.


Mines are often raided by another strange race of greeny and short creatures. Despite their huge lower teeth, those are rather harmless. Although several weak attacks on sleeping dwarves were noted.


Legend also has it that deep in the underground gigantic worms have their dens, from which at night they drill upwards with a cracking sound, to stick out of sand and grab the victim in the blink of eye. Only to hide deep in the earth for next months.
The story was first told by one of the survivors. According to his words, a giant worm had eaten one of the others the first night. But there is no evidence whatsoever, and considering all survivors suffered from fever and scurvy, it most likely was merely a hallucination.


Rumours or not, only gods know what else may lurk in the deepest layers and which the greed of two races may one day unleash.


Raport AVD-07 by the secret agent in service of Her Majesty.
Two found pages of a diary of unknown crewmate were attached.



III

ask not what tibiantis can do for you
ask what you can do for tibiantis

#37

13.03.2022 21:18:42

Henkie El'Baguus
Player

Level: 127
Profession: Royal Paladin
Residence: Venore
Posts: 8

Re: Tibiantis Lore, ankrahmun/aruthang.


Walter White  wrote:

Masacritoxd  wrote:

Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?



What im saying is that if Ankrahmun was released tomorrow we will have a similar discussion / the same discussion in a year for more content / better hunting grounds. Just look what most people think about Aruthang. Comparing the spawns in Aruthang to the rest of Tibia shows it was a good and balanced update but most people dont really like it because it doesnt have any OP spawns and isnt filled with 40 hunting grounds.

I rather like the mystery and im saying that after having sunk myself 200-300 hours into trying to solve Ankrahmun and beeing unmotivated at the moment to try more. I just dont like this "crying" of "give content naow"

I also think most people will think Ankrahmun is a let-down (beside the first month long hype it would bring about exploring "new" stuff) because I dont think they will do a hugely overpowered region (as Ankrahmun was if you compared it in original 7.4 to the rest of the tibia in 7.4) on this server and in my opinion Aruthang kind of shows that it wont be overpowered or Aruthang would be filled with 40 spawns already. Ankrahmun will very likely be balanced (compared to original 7.4) like Aruthang is. I doubt we will have 7 tombs with each tomb containing 3-4 floors for effective hunting, 5 larva/scarab caves where in each cave 3 people can hunt on different floors, 2-3 dragon spawns etc. .

What I am worried about after playing several servers arround the 7.4 version is that people choose to play a old version with a limited map only to cry for new content, more hunting grounds, more quests etc. a year or two after launch. Many servers went down this route and I dont get those players that choose to play a old version with a limited map only to cry after a year "the map is too small". Yes I know Ankrahmun was normaly here and I wouldnt mind it if it was but having this divergence in the story and the mystery of getting there is in my opinion great but I know most people only play this game to get to lvl 150 as fast as possible instead of actually enjoying the old version for what it is.



I understand what your saying, though we cannot really compare all the spawns in ankrahmun with aruthang spawns, I dont want any op spawns either, what I want is simply more spawns so that the server has the capacity of growing which it certainly doesn't have right now and I think the last month has proven that. We had a really good peak at 438 players, every single one of them has quit due to not being able to do anything in the game because of all spawns basically being camped right now, people doesn't even have the ability to share spawns even though they cannot even kill 1/3 of the spawn which is absurd. So if you want a steady server with new players onboard, we gotta increase the map a little bit, thats just simple facts :)

#38

14.03.2022 12:22:44

Saviour
Player

Level: 218
Profession: Elite Knight
Residence: Edron

High Council of the Government

Posts: 91

Re: Tibiantis Lore, ankrahmun/aruthang.


Henkie El'Baguus  wrote:

Walter White  wrote:

Masacritoxd  wrote:

Walter White  wrote:

Crying for more and better hunting grounds is just what made real tibia into the mess it is. More hunting grounds on a similar level means more ppl make more exp/h, makes everyone level overall faster and in 1 years we will have 100 lvl 150s cry for more and better hunting grounds cuz they level so slowly on the old spawns and then a year after that we will have 100 lvl 200s cry for more and better hunting grounds etc. etc. and in a few years you will have a server where 50% are lvl 300-400+.

Personally I chose to play 7.4 BECAUSE of the slower overall lvling. If I want a server with op spawns that are free 24/7 I would either play real tibia, one of the many dead ot's with average of 10 players online or a high rate ot with 500 custom spawns.



You do know that in 7.4 ankrahmun did exist right ?



What im saying is that if Ankrahmun was released tomorrow we will have a similar discussion / the same discussion in a year for more content / better hunting grounds. Just look what most people think about Aruthang. Comparing the spawns in Aruthang to the rest of Tibia shows it was a good and balanced update but most people dont really like it because it doesnt have any OP spawns and isnt filled with 40 hunting grounds.

I rather like the mystery and im saying that after having sunk myself 200-300 hours into trying to solve Ankrahmun and beeing unmotivated at the moment to try more. I just dont like this "crying" of "give content naow"

I also think most people will think Ankrahmun is a let-down (beside the first month long hype it would bring about exploring "new" stuff) because I dont think they will do a hugely overpowered region (as Ankrahmun was if you compared it in original 7.4 to the rest of the tibia in 7.4) on this server and in my opinion Aruthang kind of shows that it wont be overpowered or Aruthang would be filled with 40 spawns already. Ankrahmun will very likely be balanced (compared to original 7.4) like Aruthang is. I doubt we will have 7 tombs with each tomb containing 3-4 floors for effective hunting, 5 larva/scarab caves where in each cave 3 people can hunt on different floors, 2-3 dragon spawns etc. .

What I am worried about after playing several servers arround the 7.4 version is that people choose to play a old version with a limited map only to cry for new content, more hunting grounds, more quests etc. a year or two after launch. Many servers went down this route and I dont get those players that choose to play a old version with a limited map only to cry after a year "the map is too small". Yes I know Ankrahmun was normaly here and I wouldnt mind it if it was but having this divergence in the story and the mystery of getting there is in my opinion great but I know most people only play this game to get to lvl 150 as fast as possible instead of actually enjoying the old version for what it is.



I understand what your saying, though we cannot really compare all the spawns in ankrahmun with aruthang spawns, I dont want any op spawns either, what I want is simply more spawns so that the server has the capacity of growing which it certainly doesn't have right now and I think the last month has proven that. We had a really good peak at 438 players, every single one of them has quit due to not being able to do anything in the game because of all spawns basically being camped right now, people doesn't even have the ability to share spawns even though they cannot even kill 1/3 of the spawn which is absurd. So if you want a steady server with new players onboard, we gotta increase the map a little bit, thats just simple facts :)



+1

#39

15.03.2022 04:00:05

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 91

Re: Tibiantis Lore, ankrahmun/aruthang.


9

Saviour  wrote:

Pi  wrote:



Levels 8 voices doesnt count here, bye.


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Explore your power IN-GAME to change it.
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