Inside Update Info
I'm so sorry my fellow tibians....but this is what cip is planning...
Originally posted by Solkrin on 20.06.2005 19:26 CEST :
>Dear Gamemasters,
>
>our anti-cheating discussion has come to a provisional conclusion. We now have a definite list of
>changes that will be implemented into the game. I'd like to present this list to you to make sure
>our gamemaster know where we are going to. However, before I start out I'd like to make some
>general observations which I feel are more important to explain what we are doing and why.
>
>The aim of these changes is to curb the massive cheating that is curently going on in Tibia, so our
>players have equal chances and our gamemasters' lives (yes - YOUR lives :-) ) will be a bit easier.
>To this end, we decided to focus on improved crime prevention rather than on increased
>persecution of rule violations, as we believe that in the long rung this is the more promising
>approach. However, other considerations have also been taken into account: Undesirable side
>effects should be reduced to a minimum, and the charm of the current Tibia should not be lost over
>the changes, or at least not for those players never resorted to cheating. In short, we wanted to
>prevent cheating wherever posible while changing the present gaming experience as little
>possible.
>
>So - it was with these considerations in mind that we have come up with the following catalogue
>of measures:
>
>1) Auto Rune Maker
>Like I have already explained in a previous post, we will link the creation of runes to active playing
>by introducing soul points. Some more details:
>-Regular characters have a maximum of 100 points, which is raised to 200 when a character gets
>promoted.
>- Regular characters regenerate 1 SP per 2 minutes. This regeneration rate is changed to 1 SP per
>15 seconds for promoted players.
>- Soul points or only regenerated if experience points have been gained within the last four
>minutes. The slain creature's experience value must not be lower than the character's level.
>- Each rune gets an additional value that determines the soul point cost.
>- Sleeping characters regenerate one soul point per 15 Minutes of sleeping time.
>- Spell runes are sold by selected NPCs.
>
>2) Fish Macros
>- Fishing now requires baits (worms?).
>- For every attempt, one bait is automatically removed from the fishing character's inventory.
...continued
Originally posted by Solkrin on 20.06.2005 19:32 CEST :
>3) Auto Spear Pickup
>- Throwing weapons now receive a new parameter that determines the probability that the
>thrown item disappears on use.
>- Note that this applies to all throwing weapons, so throwing knives, shuriken etc. will be more
>useful than they are now.
>
>4) Blocking
>- When cast on an item stack on the map, magic fields are always placed at the bottom of the
>stack rather than at its top.
>- Stacks of items that are of medium height (e.g. parcels) can now be passed.
>- All ships will become protection zone areas.
>
>5) Trapping
>- If a heal rune is directed on the tile where one's own character is placed, it is always this
>character that is being healed, even if there are several characters standing on this tile.
>- Roping up will always work, regardless of whether or not there are items lying on the ropespot.
>
>6) Temple-Teleports
>- The radius of the area that is checked as a suitable target area for logging in is increased.
>- If the login area is situated outside of a protection zone area, the character who attempts to
>login will be placed on the login spot even if it is blocked by another player.
>
>7) Luring
>- When creatures are lured to a maximum distance from their spawn point they will fade out, i.e.
>they will disappear from the game.
>- The lurere will receive neither experience or loot. The creature will reappear normally at its spawn
>point when the next respawn is due.
>
>8) Stealing Furniture
>- Pieces of furniture that normally cannot be taken will be sold in special parcels, which can be
>placed in a character's inventory.
>- These parcels can be "unwrapped" on target tiles to release the content piece of furniture.
>- The character must be standing next to the target tile. Parcels can only be unwrapped onto tiles
>that are part of a house.
>
>9) Monster Spawn
>- Rather than spawning on fixed spawn points, creatures will now spawn in a area that is within a
>certain radius of the initial spawn point. This radius could be as lardge as ten tiles.
>- After server reboot, the maxmimum amount of creatures per monster home will spawn
>immediately.
>
>10) Auto-Logout
>- Gamemasters will nolonger be listed in the "WhoIsOnline" list.
>- Characters who are not gamemaster themselves will no longer be able to add gamemaster
>characters to their VIP lists.
>- The status of gamemasters will no longer be displayed in the VIP list of characters who are not
>gamemasters themselves.
>
>Uff - so much for that! As you can see, it is a pretty long list (sorry this is so much to read, Queenie
>;-) ) It will certainly be hard work to introduce all these changes, so we hae decided to put off
>further modifications for the time being, even though we have a number of further promising ideas
>in store. For instance, the idea of making dead creatures temporaribly lootable only for the player
>who has caused most of the damage on it seems quite attractive, as does the idea of introducing
>training experience counters to curb excessive training. However, first things first. We will
>introduce the changes on this list and see how they will work out. If necessary, we can always re-
>adjust the changes or introduce new ones.
Zakładki