38 ms·
Tibia was great in the early days. It had phenomenal player driven politics where in principle anyone could kill anyone, but in practice people had friends, and
by vector_spaces 5y ago
Tibia was great in the early days. It had phenomenal player driven politics where in principle anyone could kill anyone, but in practice people had friends, and some people had really powerful friends who could make life hell for you if you bothered them. Eventually the game operators restricted the pvp system and added a formal system for having guild wars. Today I understand why they did it, but it effectively killed any interesting player driven politics.
The server I played on was pretty stable for years because it had an ultra powerful ruling guild (the Liches of Archinare on Lunara). Eventually they were their own downfall, having persecuted enough people over the years -- myself included -- that the uprising, when it came, was overwhelming. And after that came endless wars as various factions vyed to occupy the power vacuum that appeared
I learned a lot about culture and power from that game. For instance, in the early days of Lunara, pretty much nobody targeted the friends and loved ones of their opponents during wars, and the idea was highly frowned upon. But in the beginning of the uprising against LoA, I opened that door, and it became standard practice after that in all the subsequent conflicts
Another aspect I particularly enjoyed about the game was the diversity of its player base. I learned Swedish and Brazilian Portuguese and bits of Dutch and Tagalog and other languages because I always had friends to practice with there. I even picked up a bit of Papiamento
- freeflight 5y ago> anyone could kill anyone Getting killed also meant all your equipment and inventory could be looted and stolen by whoever comes across your corpse. The exp penalty was also crazy; Players could lose levels from dying, even levels on trade skills, which often would take many hundred hours, and materials, to level up. So it was very much possible to gank a very developed high level character, with hundreds of hours in progress, back to basic lvl 1 with no skills if one was dedicated enough.
- klyrs 5y agoThat reminds me of the time somebody hacked (um... or watched my stupidly basic password over my shoulder... whatever) my imp account on a mud, and (not knowing what powers he actually wielded) used me to drag his account around power leveling and collecting loot. I caught him in the act, changed my password, killed him, grabbed his corpse, teleported to him, and ate his corpse so he knew what happened to the loot. Kept killing and eating him until he was level 1 again.
- matheusmoreira 5y ago> Players could lose levels from dying Not only can characters lose levels, if they die enough times they end up back in Rookgaard at level 1 with all skills and spells permanently reset. I once witnessed the so called "rooking" of a level 100 character... They threw the items in the river too. Imagine logging into the game and picking your level 100 character only to see it spawn in Rookgaard completely reset.
- aahortwwy 5y ago> Imagine logging into the game and picking your level 100 character only to see it spawn in Rookgaard completely reset. That could happen if the player was offline??
- toomanydoubts 5y agoHe probably witnessed a hacking. Someone gained access to the account and died several times with the character. Very common back in the days.
- freeflight 5y agoAs far as I remember logging out required the players to wait for a timer to run down. This was in place to prevent players from just logging out to flee from fights/escape dying. But it also meant if the client lost connection, without the player going trough the log-out procedure, their character would still be present on the server and in-game world, often for several minutes. Made it quite tense when losing connection during a difficult fight, you never knew if you logged back in to a won fight, or logged back in respawned at the temple with all your stuff gone, as your character lost the fight while you were disconnected. And because very early on there was only one place where every dead characters would respawn, the temple, organized groups could target somebody for repeated killing even while they were disconnected, they just had to be fast about it before the character timed out.
- girvo 5y ago> Made it quite tense when losing connection during a difficult fight, you never knew if you logged back in to a won fight, or logged back in respawned at the temple with all your stuff gone, as your character lost the fight while you were disconnected. Amusingly that is still the case in Old School RuneScape today, when in the Wilderness. And used to be the case everywhere in the world until they changed the death mechanics to be less brutal.
- usb0 5y ago
- Romanulus 5y ago
- myzreal2 5y agoI've also played on Lunara and I remember Liches of Archinare to this day! I remember how proud I was when I became a member, even though I was just a low-rank peasant :P
- samarama 5y agoI’m building a game like this right now with a small team. It takes place in an O’Neill cylinder and if you die, you die. The goal is also to survive for months, which allows a player to make their character much strong that starters and have much better equipment. It also makes them targets though, so they need to build a tribe that protects them. The game is built in Unreal Engine 5 with hyperrealistic graphics. It’ll go live in a couple of weeks for alpha testing, so if you want to test the alpha, you can sign up on the website. https://extrastar.wixsite.com https://extrastar.wixsite.com
- marcellus23 5y agoThat concept sounds really interesting, but that link is broken for me.
- samarama 5y agoAh sorry, here you are https://extrastar.wixsite.com/Starwalker https://extrastar.wixsite.com/Starwalker
- marcellus23 5y agoThank you! Subscribed to the mailing list.