Tibia - Free Multiplayer Online Role Playing Game - News
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Oct 25 2010  - 
New players have been invited to join the focus group about ...
New players have been invited to join the focus group about the PvP and war system. You know that you are part of this group if you can see the private discussion board in the community boards section. To get access you might have to log out and in again.
Oct 25 2010  - 
Happy Birthday Portal Tibia! Our promoted fansite has been ...
Happy Birthday Portal Tibia! Our promoted fansite has been created 8 years ago already. Their anniversary was yesterday, and to celebrate, they have started a wicked contest. Check it out on PortalTibia.com.br!
Oct 25 2010  - 
Hurry up! This is your last chance to take part in the cubix ...
Hurry up! This is your last chance to take part in the cubix competition organised by TibiaFriends.com and TibiaCubix.com! Pick your favourite cubix, make a photo and share it with your friends. Check out Tibiafriends.com for the details!
Oct 24 2010  - 
We had to reset the game world Titania to the state of October ...
We had to reset the game world Titania to the state of October 23, 09:00 CEST, due to a technical problem. We would like to offer our sincere apologies for any inconvenience this has caused.
Oct 21 2010  - 
Tibiafans.se has started a Halloween contest today. Are you ...
Tibiafans.se has started a Halloween contest today. Are you already in the mood for the spooky season? Check out the details of this contest on Tibiafans.se! They are available in English and Swedish.
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A Visit to Carlin
We invite you to a journey to Carlin, an old Tibian city with an interesting background. Want to learn more? Reach for the Carlin City Guide, recommended by Amaro de Quester, brave adventurer. (Tibia City Guide writers do not accept payments in exchange for positive coverage of any sort.)
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Oct 26 2010 -
Tibia Flash Client - Feature Teaser
uring the past months, we have spent a lot of time and energy on the technical development of our new client based on the Flash technology. The Tibia Flash client is not yet ready to be released. However, the time has come to leak some brand-new information about it.

Note that the whole user interface is still lacking graphical buttons and backgrounds, so do not mind that. We have not spent any time on graphics yet. However, the screenshot below already shows some of the amazing new features the Flash client will come up with, and features are what this teaser is all about. Click to enlarge!

The upcoming Tibia Flash client will be highly customisable. The inhouse prototype already allows to use two sidebars at the same time: one on the right, one on the left. Upon release, we are even going to extend their amount to four! Thus, you will have enough space for all sidebar elements and backpacks you prefer to have open at once. That is especially useful for players with a widescreen monitor.

Speaking of sidebar elements: All of these elements - we call them "widgets" - are moveable, even the automap and the inventory. They can be placed on the left, or on the right side of the screen, and arranged vertically in any order you want.

Further, as you can see in the game window, the Flash client prototype comes up with customisable action bars. You can fill each slot with potions, food, equipment, spells or whatever you want and use them with a simple mouse click or press of a hotkey. You can even have up to four action bars simultaneously, one on each side of the game window!

Sounds fine? Here are some more features that have already been implemented into the inhouse prototype:
  • define various sets of hotkeys and action bars for different vocations or gameplay situations
  • quickly replace your current weapon and armour with a single click
  • customise your character's status bar, its location on the screen and what information it displays
  • assign hotkeys to your entire keyboard, not just to the F-keys
  • walk with WASD or any other key combination you wish
  • split up the chat console and make two channels visible simultaneously
  • watch a delay timer counting down when casting a spell
  • and many more...
So, dear Tibians, what do you think about the upcoming Flash client? Go comment on this news and share your thoughts with us in the Auditorium.

Your Community Managers

Oct 22 2010 -
Answers from the Content Team - Part 4
his round of Chill and Grill is drawing to a close. Over the past weeks, our content team has provided you with some first-hand insights into current projects they are working on. One or two personal notes were not missing either. Now let us start with the fourth and final part of their answers...

Q: Is it possible to add some sport (for example football/soccer) but with rules? Like, switch something and play 3 vs 3 with counting goals, and doing official tournaments every week with a closed football stadium or something.

Lionet: We talked about a very similar concept last year and it is certainly an interesting idea. With the introduction of world quests, we came one step closer to the technical inclusion of official large-scale events or even contests. These could also be based on a variety of elements, including a dedicated rule system. However, the mechanics of Tibia are obviously not designed to support fluid soccer gameplay. So currently there are no specific plans to include a complete rule-based sports tournament.

Q: Some years ago, when you implemented those new outfits, you also created a big load of addon and outfit quests. The new outfits you release these days are those you get in the main story line of the new area, and are honestly rather boring since everyone gets them in no time at all. Will you ever consider adding a big load of new outfits which got the same kind of quest line like for example the barbarian outfit?

Chayenne: Yes. Question answered. No, seriously, we'd love to do that. To be completely straight and honest, unlocking an outfit after completing a main questline has always been a good way for us to implement a reward which pleases most players, whereas designing equipment or other item rewards is a lot more difficult and often leads to controversial discussions in our community because we just don't seem to be able to make everyone happy with that. I agree it's not the most interesting and challenging way to bring new outfits into the game, but what we do like about it is that it enables a lot of players to earn the outfits they like and it creates diversity among character outfits. Even more outfits, some easier and some harder to earn, would of course be the best way, but it's also a question of time.
Creating a new outfit means several days of work for the graphic department and creating a good quest for that outfit means about 2 weeks in the content department. Since we usually work on an update about 4 months, it would be possible to implement about 8 outfits and their quests, but then most other possible game content like new map design, new monsters, new events, new items or other new content features would have to be sacrificed in favour of those outfits. This often leads to players asking "and where is the actual update??", especially those who don't really like outfits. Thus in the past we have tried to create "well-rounded" content updates containing different elements, so that every player can pick something out that he or she likes instead of focussing on one special theme such as outfits only. However, for the next update you can expect a few interesting changes concerning the outfit topic.


Q: You only create new monsters and places for the strong... You could not create others more easy?

Count Tofifti: When I played Tibia for the first time I had a similar thought. I tried to solve a quest, was one-hitted by a monster and died. Back then I got a little bit disappointed as dying is really expensive in Tibia. Looking at other MMOs there is often much more guidance concerning monsters you face, and usually you won't face monsters which you can't defeat. In Tibia, you always have to be careful when you are new to a certain place as you can die almost anywhere especially as a low level. This is a distinctive feature of Tibia. Nevertheless, we are currently working on a concept to make hunting grounds more balanced. We most likely won't have this finished for the winter update, though. We are working on many different levels right now which are deeply intertwined.
We try to offer new features for as many players as possible and yes, we want to design the beginning more intuitive and varying but also keep the spirit of Tibia.


Q: Will you reveal something about Serpentine Tower Quest?

Count Tofifti: Hey, I recently looked that Tower up and it's...
Knightmare (stern look): SECRET!
Count Tofifti: Well. Uhm. Yes, probably.
Lionet: Though I wonder if anyone already had the idea to apply...
Knightmare: Mind you if I apply a Homer Simpson choke grip on you?
Lionet: Oh. Uh. I just wanted to...
Knightmare (stern look)
Lionet (sighs): ...to shut up and remain silent!
Knightmare: Splendid! As for an answer... well... how to approach it in a diplomatic way. Let's say: Some places you currently see in the game might play a greater role in an upcoming quest sooner or later. Other places though are just there for flavour. Others again might be part of something that is yet not discovered. As you can't interact in a meaninful way with each object, you can't interact with each theme. If there are quests that are not found yet though, it is unlikely that something about them will be revealed to enforce their discovery, especially it is unlikely such information would be revealed not in game.
Lionet (whispering): But couldn't you at least tell me if...
Knightmare (smiling sweetly): But of course I could! (voice becoming menacing) But then I had to kill you!
Lionet (laughing nervously): You are joking right?
Lionet (looking for Count Tofifti): He's joking, isn't he? Count? COUNT?! Where did he go...?

Q: Why the Tibians can't use the chairs and relax?

Chayenne: I'd like to take the time and explain in detail what the graphical and technical challenges actually are. As you might know, Tibia's graphics are based on 2D pixel sprites and not on polygon models placed in a 3D surrounding. This means that the Tibia client needs information about the order in which to "paint" the sprites so that they are displayed correctly, similar to painting a landscape on a canvas. For example, if you draw a human figure last, it might end up overlapping trees or archways and look "buggy".
Now what does that have to do with chairs? Most chairs have back rests and sometimes arm rests, and if a character sits in it and you view it from the front, you expect the character to be drawn over the chair. However, if you view the backside, the chair would be drawn over the character. From the side view, probably part of the character should be drawn under the arm rest, but the head should be drawn over the back rest, and so on, so the client can't get a simple instruction about the "painting order" of those objects. What makes things worse is that chairs are not standardised in any way - so if you have five chairs, you probably have five different dimensions and locations of seating areas, which makes it hard to tell the Tibia client "if a character 'sits', shift the character sprite to pixel xy so that he's placed properly on the seating area" because it's always different.
And what makes things EVEN worse is that we have many, many outfits and addons, and all of those would have to be redrawn in a sitting position while making sure that if the character wears the first, the second or both addons, ALL of them are displayed correctly over or under the chair in each direction. And since that probably wouldn't work out for each chair, bench or couch, a lot of furniture would probably be needed to get redesigned as well. "Sitting on chairs" is a project with such large dimensions concerning programming and graphic design and so little actual benefit except for the role-playing aspect that it has always been dropped in favour of other features, although we regularily discuss it and many of us, including me, are huge fans of that idea. On the other hand, if we actually implemented it, I can already imagine a large angry mob of players yelling "SITTING?! why don't you fix the real problems first? What about vocation balancing? What about anti-cheating?" - so really, it's all about weighing pros and cons, but I definitely wouldn't say that we'll NEVER implement sitting on chairs. I don't want to spoil too much, but we have taken a first step in that direction and I'm curious to see what you'll think about it upon release.


Well, that was it from the content team. We hope you enjoyed this round of Chill and Grill!

Have fun in Tibia!
Your Community Managers

Oct 21 2010 -
And the Winners are...
ast week, we asked you to give us a voice in our "Look Who's Talking!" contest. Within four days more than 2500 ideas for funny conversations were posted. Holy Cannoli! This! Is! Tibiaaaaa! The level of enthusiasm shown by you was amazing and blew us away. Thank you for that!

And finally, here is the news you have all been waiting for: the winners! Ta-da!


Our three most favourite conversations were submitted by Sadonic, Lavis Darriabel and Ramilov. Their ideas really made us laugh and giggle. So each of them have bagged themselves a whopping 180 days of premium time, a CM token and... drumroll... a banana! Congratulations!

Other great conversations we also thought to be very funny were submitted by Crazefang, Grumpy Momo, Dckey Do, Laena the Gifted, Wama Dako and Scaveri. So we decided to additionally reward each of them with 30 days of premium time.

Once again, thanks to everyone who participated in this contest. We hope you enjoyed it as much as we did.

Tibians, you rock!
Your Community Managers

Oct 15 2010 -
Feedback on the War System
fter the extensive PvP discussions that took place during the last months here in our forum, we are now ready to proceed to phase 2. This time we are going to focus exclusively on Tibia's war system. Therefore we have started a thread in the Auditorium - formerly known as Discussion Board - and we cordially invite all of you to state your opinion there. Feel free to tell us what you think about the war system, what its problems are and how we could improve it. Please use the template in the starting post when commenting. Thank you.

We are looking forward to your feedback!
Your Community Managers

Oct 15 2010 -
Answers from the Content Team - Part 3
ho is this guy in the picture? It is our new content designer Count Tofifti. And here is part three of our content team's Chill and Grill answers...

Q: What about new spells or runes? It's been like 4 or 5 updates since the last time you've added any.

Count Tofifti: Tibia grew enormously over the past years and each potential change impacts the balance of the game. When you look at the boards you can find many players demanding a rebalancing - and they are right. The average levels and skills, for example, have increased a lot and we have to adapt to this situation. Right now we are reevaluating Tibia's spell system which is a pretty complex matter. When we are finished with that, it's very likely that we will introduce new spells. Don't nail me down on a fixed date for it. New spells are on our agenda, though, and I guess that's a promising outlook, isn't it?

Q: Will addon 3 be in effect in the future? If yes, can it increase hp or mana or make us run faster or raise stats?

Lionet: The third addon is a concept we still play around with from time to time. One of the difficulties we face when dealing with an additional addon is the technical implementation. It is, for example, not possible to enhance player stats or attributes like health or strength via addons as they were conceived as a graphical effect only. Another thing is that the layer of a new addon would draw over the existing two. This means that any graphics we design would have to fit perfectly to each of the two addons that already exist for every outfit. If we create another addon in the style of the current addons, it should enhance each of the other two but not completely cover or interfere with them. Possible alternatives could either be a completely new style of addon or a really large or very small one. We have not yet decided which path we want to take with the third outfit addon but we are currently working on something which goes in quite a similar direction.

Q: Some years ago I noticed that the Tibia map seems like RL world map, but turned 45º (Svargrond = North pole and PH + Ankh + Darashia = equator line). Knowing that, I was able to speculate about the theme of the next city updates (e.g. Northeast = China - Zao). Is this true or just coincidence?

Chayenne: This is a really interesting observation, but honestly just a coincidence. I think it's safe to say that we never, ever looked at a real life map when creating our areas and themes. However, we did think of temperature zones - coldest in the northwest, hottest in the southeast - but they are not, at least not intentionally, similar to anything that exists in the real world. With Zao, we also didn't want to copy existing classic Asian themes, but instead tried to create our own mix that does contain some elements often used in Asian themes, but also a lot of other things to contrast it and to make it less cliché. In any case [deep, narrative voice]: The layout of the Tibian map is fictitious. Any similarity to any other map layout whether on Earth (before or after terraforming) or on alien planets is merely coincidental.

Q: Before the Ankrahmun update, the map of Tibia had a design that included very random tunnels and places without clear purposes, spawns on odd locations and surprising changes of environment. That was cool and very nice to explore. From Ankrahmun onward, the expansions were always strictly themed. Moreover, everything designed has a purpose. Why is that? I like natural randomness of mainland, and dislike the "themepark" feeling.

Knightmare: That is not just a matter of design philosophy but also a matter of resources. In the past we had neither quests nor new graphics at disposal. An update of any sort was a pure map update where mostly old graphics were used. Therefore one could say the old areas had the "mud and grass theme", they often included already existing parts of the map. In newer updates we could graphically display what we wanted to instead of having to draw on heavy improvisation. And there was no need to cramp something into existing areas. Someone who remembers the old Ab'Dendriel will for sure understand what I am talking about.
On the other hand it is understandable that small additions here and there could improve the impact of an area to the player. Old areas were improved in the past and of course not all future updates will focus on map enlargements. Some will for sure revisit older areas and add new content where it is needed most. I think the impression that this has changed is just being mislead by the enormous new content that is added with each update. It is easy to overlook the small things if you are distracted by the more prominent parts of "modern" updates.


Q: Does the content team play Tibia regularly on secret characters and figure out what needs to be balanced by actual experience? Or is it more of a read forums and listen to community approach? And if you do have secret characters is it hard not to be biased to certain things?

Chayenne: We actually do both, and I think both parts are equally important because they give us completely different sorts of insight. The community managers regularily forward feedback summaries and proposals which helps us to identify and remove design problems. On the public test server board we also discuss balancing issues of new items or monsters with the testers and adjust a lot according to their input. Different large groups of players also act differently in certain situations and thus reveal problems to us which we might not have thought of ourselves - even if we have developed a "okay, quest is finished, now let's try to completely ruin and abuse it and create a worst-case scenario " attitude over the years.
In addition to that we also do play the game ourselves, not each day, but regularily. It's a lot different to do a quest on the actual servers than just testing it on our internal servers, because you're suddenly facing problems which you just do not have on test servers, for example the dungeon you need to enter to retrieve a quest item is blocked by a high level player hunting there who will just not let you pass - which is really frustrating, I KNOW, and sometimes I'd love to scream "I BUILT THIS THING so let me be in MY dungeon!!" - but of course, I don't and just have to mop it up like everybody else. (But I then consider redesigning either that part of the dungeon or of the quest.) Playing yourself is also very helpful for balancing issues, for example it happened to me a few times that I played a quest which was supposed to be for a certain level range and found myself stuck in the middle because I was just too weak to retrieve the needed item, and so on. I often end up changing things if I really dislike them during my playing experience.
I wouldn't say I'm "biased", but of course I do have a lot of knowledge about where to go and what to do, so the "thrill" of jumping down a hole and not knowing what awaits me there is long gone. Sadly also the excitement of trying to solve Tibia's riddles and not knowing where the solution lies - playing is a lot more fun when certain things are still clouded by mystery, so seriously, enjoy the fact that you do not know EVERYTHING.


To be continued next Friday...

Your Community Managers

Oct 14 2010 -
"Look Who's Talking!" Contest
ibians, autumn has arrived in Germany. Though the sun still shines brightly, the air is getting colder and crisper, and the leaves are falling from the trees. Their beautiful vibrant colours of red and golden are so inspiring - there is no better time to get creative, don't you think? So let's jump into a pile of leaves and throw them around, celebrating our "Look Who's Talking!" contest that starts... now!

We set up a little Tibia scene for you and now it is your turn to think up something funny for the characters to say. There are 540 days of premium time up for grabs!

Rejana, Mirade and Captain Oggy alias Ogrey may say up to one sentence each. So rack your brains and create a jolly scene by voicing us. At least one character in the picture has to say something, the rest is up to you. Submit your idea by posting your made-up conversation in the feedback thread until Monday, October 18, 14:00 CEST. The rules of the contest are summed up in the starting post.

We community managers will then choose our 3 favourite submissions and present them in a special news article. Of course, that's not all! Each of the three winners will be rewarded with 180 days of premium time and a CM token. And a banana. So no time to lose, give us a voice!

Your Community Managers

Oct 08 2010 -
Answers from the Content Team - Part 2
eady for some more answers from the content team? Here is part two of Chill and Grill!

Q: I would like to know if any information about solving quests can be found ingame. Or is it Knightmare who wanted us to study Lord of the Rings trilogy to find any connection or inspiration that could be useful ingame?

Knightmare: I guess I'm supposed to reply to that by myself. To solve quests you are not expected to reference external sources. What is in the game can be solved by any Tibian with knowledge available on his or her world. References to other material are rather homages, allusions or just plainly poking fun. Ingame resources should be sufficient to solve all riddles. To find all the missing clues of a puzzle though, some ingame research and cross referencing might be necessary.

Q: I would like to ask if the information we can find in books can be futher expanded by talking to NPCs. For example, I would like to know more about "the 2nd earthen chamber", and I dont know if any npc would share his knowledge with me.

Knightmare: Some lore is of course expanded and referred to by NPCs. But not necessarily every issue mentioned in some sources is referenced in another. You have to understand though that neither people nor books - which are of course written by people - are 100% reliable. People have different opinions if not agendas which are reflected by what they tell you. The fun part is to evaluate information you receive, based on the reliability of your source in that matter. Some information is not cross referenced though. You will not find a book about any issue an NPC mentions and not everything contained in a book being expanded by NPCs.

Q: Does the item Excalibug exist ingame? Is it possible to obtain it? And what is the story behind it?

Knightmare: (laughs) With regard to the story there are multiple sources ingame, may it be books or NPCs. The excalibug concept already existed since some of the earliest incarnations of Tibia, and since then a lot of information, true and false, has been accumulated. It is up to you to decide what sources you trust and what the most likely truth for you is. That being said, you either believe in excalibug being obtainable, now or in the future, or not. Also it is up to you to decide how much effort you make in researching its lore and secrets.

Q: I was wondering if you are going to make an update soon adding tons of new monsters and items, and by TONS I don't mean 1-3 monsters, I mean at least 30-40 new ones.

Chayenne: There is not going to be an update soon which includes hundreds of new items and 40 new monsters. Why? Because new stuff and a lot of variation is one thing, but bringing everything into proper balance is another - not mentioning the graphic workload to create that many monsters, which is yet another topic. Now that Count Tofifti has joined our team who will be responsible for designing a solid balance for item values, monster stats and quest rewards in the near future, we feel that it's really important to have an in-depth look at existing creatures and items - and of course, also at the vocations and their options to fight or obtain the aforementioned. No one would benefit from us just tossing large numbers of random monsters and items into Tibia at this point, but instead we want to make sure that items are useful and monsters worth - and fun - fighting before implementing a large bunch of new ones.

Q: Which is the better vocation for beginners who have never played Tibia before?

Count Tofifti: Your question isn't easy to be answered as it's not obvious what you mean by "better". In Tibia there are four vocations with more or less specific features. Each vocation provides advantages and disadvantages, and your choice especially depends on your preferences. Do you prefer mages, distance fighters or tanks? Do you have friends playing Tibia who can support you with hints and equipment? Do your friends need a special vocation in their hunting party? These are just a few aspects that influence a decision concerning vocations, and there are many more. Let's have a short look at knights: Maybe one would tend to say knights are easy to play as they have many hitpoints and you don't have to focus on spells or runes too much. On the other hand you can argue that they are not a beginner choice as you have to train them a lot and need useful equipment all the time. In short, I wouldn't say there is a vocation which can be recommended to beginners without restrictions. It rather depends on the team you are going to be in. Tibia is an online multiplayer game. In a team you're able to overcome the weaknesses of an individual.

To be continued next week...

Your Community Managers

Oct 07 2010 -
TibiaME Now on the App Store!
ll iPhone, iPad, iPod touch users out there, listen!

TibiaME, the first MMO for mobile phones, is now available on the App Store. Be among the first to play it on your favourite Apple mobile device with iOS 3.0 or higher. Download TibiaME from the App Store for free!

Our TibiaME development division has been pretty busy this year. During the past months several high resolution clients have been released for a whole range of smartphones and other modern mobile devices using the Symbian OS, Java ME and now Apple's iOS. A full list of all available clients can be found on our TibiaME game website.

Enjoy!
Your Community Managers

Oct 01 2010 -
Answers from the Content Team - Part 1
elcome to the second round of Chill and Grill! Last weekend, players submitted their questions and today, our content designers Chayenne, Knightmare, Lionet and Count Tofifti are ready to share their first bunch of answers with you. Here we go...

Q: What is the future of role playing in a time that people are more and more dissatisfied with power gaming?

Knightmare: Tibia is designed like a sandbox in a way. You can go back and forth between the different areas without content becoming totally useless for you. So given Tibia's nature, there is much freedom for personal tastes. It is up to the player to decide what he or she likes to do most. If you like powergaming it is certainly possible to do so. If you like socialising there are thousands of people and guilds to interact with. When you like a more RPG'ish approach to any of these it is up to you to roleplay. It is not possible to enforce roleplaying. It is a personal decision and might even depend on the mood you are in on a given day. The RPG part is up to the players, we can only provide some tools and enviroments that help.

Q: Of all the quests already created, which was the hardest and the easiest to create?

Chayenne: It is difficult to determine "the" hardest and "the" easiest quest in Tibia since a lot depends on which technical possibilities were available at the time of creation and the experience and personal conception of the creator. Generally speaking, quests which require a lot of complicated event scripting or implementing challenging riddles are harder to create than those which might have a beautiful background story, but which are broken down to basics like "bring me item xy" or "talk to npc z" tasks. Examples for very complicated quests from a creation point of view are the sneaking part of the thieves' cellar, the railroad chaos in Beregar or also quests like the Lightbearer world event or the Svargrond arena. Quests tend to get complicated when you have to consider multiple players entering an area with a high risk that they disturb or block each other. Then you have to implement a lot of "safety routines" to make sure players can't enter when the area is already occupied, or teleporting players out when they block an area for too long while making sure they can still finish their quest. On the other hand, easier quests are those where player interaction can't really turn into a problem and where the quest options are limited, for example some of the outfit addon quests which only involve looting certain items and handing them in to an NPC, or the Annihilator - only one teleportation event and a treasure room. Designing quests gets both easier and harder when time passes by: easier because technical features are implemented that help us with scripting, and harder because there are already so many quests in Tibia that it can be challenging to develop innovative new quest ideas. It's always fun to create them though!

Q: Where do you guys get the inspiration from for creating new areas? Is it all just coming randomly in someone's brain or are some ideas referred to a movie, a book or perhaps a song?

Lionet: Many players are wondering where the source of our inspiration and ideas may be found. Usually we try not to base our content too much on existing media. Tibia has a very unique world with many tales of its own and we want to contribute to this rich and often freshly alternative lore with every change and update. What we do use, however, is a lot of music to accompany us at work. Practically all of us play the latest games and like watching movies - and we certainly love to include the occasional allusion here and there. In fact, one of the quests we are working on alludes to a certain, well-known story. We also talk a lot about our quests with each other. Not only when conceiving new content, but also while the design is already being implemented and even late in development where we try to polish the content to a level the Tibia players will appreciate.

Q: When looking at hunting ground designs, it is easy to tell which vocations can hunt there most efficiently. Are there any plans to make hunting grounds in which high level knights can hunt better than the other three vocations?

Count Tofifti: You're right, there are hunting grounds which seem more profitable and fitting to one vocation than to the others. Our aim is to design fair and challenging hunting grounds, so each character no matter what level or vocation can find a place where he can have a nice hunt without hours of grinding the same monsters. To give you a little insight into what's going on right now: We're working on a new hunting ground structure that is designed clearer for certain vocations and level ranges. Also, special balancing issues are currently on our agenda.

Q: Any chance for more daily tasks?

Lionet: An interesting question because this is one of the features we are currently working on for our next update. As usual we are adding several new quests and stories to the game. We are currently creating additional daily tasks to include even more repeatable content than in previous updates. Many quests are now also designed to allow players to relive certain parts of the experience in the form of daily or weekly versions of tasks that were actually in the quest and part of its story.

That was just part one. Stay tuned, guys and gals! There are more answers to come next Friday.

Your Community Managers

Sep 27 2010 -
About Tibia's War System
ast week, we introduced a couple of new PvP features in order to address the most pressing PvP issues and to make PvP fairer. The changes caused quite a stir and heated discussions in the forum.

Therefore, we want to emphasise again that the recent PvP measures were just one step on our PvP agenda. As we explained in the featured article "PvP on Trial", our second big goal is to make the war system more attractive, to design it closer to how wars really work and offer enough incentives to make people who are interested in wars use it.

Before starting a detailed discussion on how to improve and tweak the war system, though, we want to see how the recently implemented features influence and affect the PvP in Tibia. We want to give players time to get accustomed to them. Yet, this does not happen over night. So we plan to start the public feedback collection on the war system around the end of October. Until then, we hope you try out the new features and prepare constructive feedback on wars. We are open to suggestions and ideas on how to make the war system more appealing, and in due time we will invite all players to tell us what should be improved, changed or adjusted.

For a better Tibia!
Your Community Managers

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