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quarta-feira, 30 de maio de 2012

Premium Scrolls - A New Way to Upgrade to Premium

Tibians, we have some great news for you! Being able to buy and sell premium time ingame in a safe and easy way is something that many players have been wanting for years. We will accommodate this within the next weeks by offering you a new possibility to upgrade your account to premium: Premium Scrolls! Today, we would like to give you a short overview on what you can expect.
After having bought premium time, players will soon be able to decide whether they want to activate it immediately for their account or prefer to transfer it into the game as premium scrolls instead if they meet certain requirements.

One premium scroll will correspond to a premium time period of 30 days. Once ingame, a premium scroll is an object that can be stored in your depot, inbox, or a new container called purse which can only hold premium scrolls. Premium scrolls cannot be lost in case of death and weigh next to nothing. Most notably, though, they can be traded with other players via safe trade or the market. This means, premium scrolls will allow you to make some ingame profit for yourself by selling them to others. And you decide the price for which you want to sell them! At the same time, premium scrolls will also allow players to buy premium time ingame without having to use more conventional payment methods. They give you the possibility to pay for your premium time with the gold you earned ingame by playing Tibia! When you activate a premium scroll ingame, 30 days of premium time will be added to your account immediately.

Whereas all players will be able to buy premium scrolls ingame, being able to transfer scrolls into the game will be subject to certain precautions in order to regulate offers a bit: the account needs to have existed for a certain amount of time, one character on the account needs to have reached a certain level, and a certain amount of premium time needs to have been activated on the account in the past. In addition, you will only be able to transfer a limited number of scrolls into the game within a certain timeframe even if you meet all requirements. This number will also depend on the amount of active premium time on your account.
These conditions are in place because the premium scroll system is meant for private use only but it is not intended to replace official resellers, for example. All in all, premium scrolls provide a convenient and totally secure way for you to become a premium player and enjoy the numerous premium benefits.


Have we piqued your curiosity? We certainly hope so! The exact conditions and time frames will be provided with the release of the premium scrolls. Of course, our manual will also be updated with more detailed information then.
Last but not least, we have another interesting news bit for you: The upcoming release of the premium scrolls will be accompanied by the start of our two preview game worlds.

Stay tuned!

 

quarta-feira, 16 de maio de 2012

TibiaME - It's a Mobile Monster!

Have you ever tried our great mobile game TibiaME? Now would be a good time to do so!

With the latest spring patch just being released, TibiaME now offers even more exciting content to explore. Numerous adventures and challenges are waiting for you and your friends!


By the way, did you know that TibiaME's got sound? Yes, you have heard right! In addition, TibiaME is a real cross plattform experience. It runs on almost any mobile phone, smart phone or tablet, and even in your browser. Last but not least, we are happy to announce that TibiaME finally made it to the Brazilian Apple AppStore.

Try it out and enjoy TibiaME anytime and anywhere you want!

 

segunda-feira, 14 de maio de 2012

Free Blessings

Over the weekend, many players experienced occasional connection problems which were caused by new technical issues we are currently facing. Our investigations are still going on, and together with our service providers we are doing our best to solve the difficulties as quickly as possible.

For the time being, we will re-implement the free blessings option. From tomorrow's server save on, all temple NPCs will hand out all blessings again for free. You can get the blessings repeatedly so just ask a temple NPC for "blessing" in order to get protected. This temporary option will be kept ingame until further notice.

We deeply regret the unsatisfying game experience you had to put up with, and we understand your disappointment. Rest assured that we will concentrate all our efforts on making sure that you can enjoy Tibia again.

Thank you for your support!

 

terça-feira, 8 de maio de 2012

Double XP and Double Skill Training Week

In April, many players repeatedly experienced connection problems such as mass kicks which were caused by heavy DDoS attacks. Since the start of these attacks, we have worked on getting the situation under control again by initiating various countermeasures.

As a temporary measure to alleviate the negative ingame impact of these attacks, we have made all blessings available for free, as we mentioned in a news at the end of April. We have carefully monitored our servers since then. The combination of countermeasures we have taken proved to be quite effective. Therefore, the free blessings option will be taken out of the game on Thursday, May 10, server save.

In addition, we also asked you for suggestions concerning ways of making further amends for the loss of fun you had to deal with. Thanks a lot of the constructive feedback you have given on this matter! Since many players pointed out that especially the skill loss hurts a lot, we have come up with the following combination:
Between the server saves of May 10 and May 17, all monsters will yield twice the usual amount of experience points, and your skill training, including magic level, will advance twice as fast! Having the choice between gaining twice as much experience points and double skill training should also ease the hunting situation a bit which some players were concerned about in case of a double experience week.

We especially like the idea of assigning a pool of bonus experience points and skill training to a character which only gets used up while playing. However, developing and implementing such a feature would require considerable time so it cannot be done quickly. Still, we consider it a promising approach for the future.

We would like to thank you all again for your patience and the confidence you have shown us during these difficult times.

Have fun!

 

domingo, 6 de maio de 2012

Demon's Lullaby

You are lightning-fast with your blade? You can command the mighty forces of nature or mastered the knowledge of the destructive power of death? One shot of your crossbow means certain death for your enemy? You know no fear? You proved your courage in countless battles? Then you are the incarnation of a perfect adventurer. But have you ever passed the hardest challenge of all...? Have you ever taken care of a baby?

Once again, a stressed demon mother needs a rest and is looking for voluntary babysitters to help her with her swarm of babies.
Tomorrow, May 07, the world event "Demon's Lullaby" will start again and invite you to give proof of your babysitting skills. Travel to the Jakundaf Desert and offer your help to the overworked demon mother which is desperately searching for some babysitters. But be warned, the babies are still demons and therefore not like human babies. So you better give your best because their mother will only entrust you with one of her babies once. Since a demon baby has numerous odd whims you need to cater to, make sure to get your baby in time. It will probably not always be easy to satisfy a crying demon baby but if you manage this challenge and return the cute squaller cheerfully to his mommy you will receive an adorable reward.

If your game world returns enough satisfied babies to the demon mother until May 14, server save, she will reward the world with an experience bonus of 10% until May 21. In addition, she will also show her gratitude by reducing the death penalty by half until then.

Doing it all for your baby!

 

sexta-feira, 4 de maio de 2012

Preview Game Worlds

Some of you probably already heard about our plans to set up some kind of development servers to try out and finetune features which have not been released yet. We already shared a rough concept with the PvP focus group to hear what they think about it. Since our plans have started to take more shape lately, we would like to present and explain the concept to you, provide some information on our reasons behind the idea, and inform you about what you can expect, and when.

What's the current situation?

Usually, major game updates are preceded by a private test with selected player groups, e.g. tutors, and a bigger public test follows later. Many players enjoy these tests since they give them a chance to try out new content and features before their release. They already get a first impression on what will await them after the next update or patch.

Especially during the private test, dedicated players help us to identify bugs or imbalances that have been missed during our internal tests. They provide valuable feedback about technical issues but also about design issues relating to new gameplay features or content.

Nevertheless, due to the voluntary and rather unfocused nature of private and public tests, their limited duration and artificial test environment, they are usually less satisfactory when it comes to predicting long term effects, and providing extensive feedback about controversial feature sets and game dynamics such as in PvP or vocation balancing, topics on which opinions often differ widely or sometimes even clash directly.

During public tests, there is often a conflict of interests between players who would like to test new content and features without being interrupted, and those who are mainly looking for PvP fights and fun. Furthermore, there are certain aspects and complex constellations which cannot be simulated sufficiently in tests because they only exist on live servers, e.g. the house system or the guild system. If you have already joined a test once, you may have experienced that many players are also inclined to take more risks since you hardly lose anything there in case of death. Experience and skill loss is considered secondary since it does not affect your "real" characters on live servers, and test server assistants provide you with money. Also, you can find lots of rare items scattered around in cities since they are practically of no value. Considering these aspect, the behaviour of players during tests obviously differs from that on live servers, and thus, is not really representative on a larger scale.
Also, our approach up to now pretty much limited the possible scope of adjustments to tweaking some details while the overall features remained more or less untouched. We spent a lot of time on developing features before allowing players to test them. At that time, though, major adjustments were hardly possible anymore without extensive efforts.

Naturally, we try to consider all different interest groups, possible loopholes and side-effects while creating a consistent concept and developing it into a feature. Nevertheless, what looks good and works well in theory does not necessarily apply in practice. Judgements about the value of an abstract concept can differ quite a lot from judgements based on first-hand experiences in tests which can also differ dramatically from judgements based on gameplay experience on live servers. The implementation of a promising feature to address an issue might still lead to more problems than it was supposed to solve, turn out different on live servers, or just fail to provide an engaging experience. The latter meaning: it is ingame but players do not enjoy, and thus, do not use it.

How to address this situation?

In order to remedy the shortcomings of private and public tests, we need something that fills in their gaps: A real game world, a live system with all the complexity, components and challenges just like regular game worlds. We need a world with a vibrant community that has grown there, and where players care about their characters just like on regular game worlds.

Such an environment would allow us to run longer tests prior to releases so that we can better assess long-term effects. At the same time, the community there could provide us with feedback about their experiences, what they like and dislike. We would be able to try out and tweak new features as well as different solutions more sufficiently and thoroughly before we release them for all game worlds. We could even implement features one way, let them run for a while before changing them to the other way, and see which way actually is better received by the community before making a final decision about whether or not to implement them for good, and if so in which way.

Our goal is to improve the quality of the design, development and testing of new features, especially those of controversial nature. We are convinced that such an environment would help us tremendously in the iterative development of Tibia. Therefore, we were looking for a way to achieve this, and came up with the idea to set up a new game world type with special conditions, called preview game worlds.

Preview Game Worlds - What to expect?
Our plan is to put up two preview game worlds in the near future, one located in our European data centre, and the other in our American data centre. These two new worlds will be like regular Open PvP worlds at the beginning but with two major differences:

Character world transfers will not be possible, players will neither be able to transfer to or away from those game worlds.
Moreover, double experience points and double skill training will be enabled permanently there.

Except for these two differences, these game worlds will be exactly like all other game worlds. As soon as we go in a preview phase, though, a further condition will apply to them: Due to the fact that we plan to run previews of not-yet-released features there, which are still in development, we cannot guarantee constant functionality. So these game worlds may be subject to resets as they become necessary during preview phases.
Yet, this does not mean that resets will be a daily occurrence on preview game worlds. As long as they are not in a preview phase, they will not differ from other game worlds in that aspect. Also, a preview phase is only temporary, it is not a permanent state. What it means is, that once in a preview phase, we may have to reset these worlds to the start of that phase. So players will not have to start from scratch again in case of such a reset. Moreover, we intend to avoid resets if possible, and we do not plan to put on features there without having them tested internally ourselves. We also know from previous update tests that major problems which require a reset are usually discovered within hours or days at a max which means that the progress players may lose will most likely not exceed one or two days.

We plan to continue testing new content mainly in private and public tests just like now but we want to use preview game worlds for testing bigger feature sets, especially controversial ones. This allows us to test such features earlier during the development phase and decoupled from update cycles.
Of course, whenever a preview is released on a preview game world, we will inform the community about it in advance. Also, we will explicitly point players to the special conditions of preview game worlds during the character creation process there.

While we hope to get lots of player feedback about previewed features on the two respective world boards of these game worlds, we will not only rely on direct feedback, but also gather data by measuring stuff and effects of tweaks and adjustments during a preview phase. Nevertheless, we also consider these two new world boards a promising channel for direct exchange between developers and players from time to time. So our developers may also open up feedback threads there and exchange opinions with players about features in question or other stuff they would like to put up for discussion.

What does the schedule look like from here on out?

While we cannot give you a concrete date yet, we plan to set up the new game worlds sometime later this month. Also, we hope to be able to launch the first preview in the near future: our proposal for an alternative PvP rule set. This concept evolved internally and was inspired by all the topics, problems and suggestions that came up in numerous, heated in-depth discussions with the focus group. Dedicated focus group members also helped us to tweak it further, and since we did not find a common ground on all aspects, the preview game worlds are a great chance to try out different solutions and see their effects.


Also, we already presented our plan to set up preview game worlds to the focus group a while ago, when we still referred to them as development servers. Opinions and feedback differed quite a lot. While some players welcomed the approach and our plan, others voiced doubts and concerns. For example, they forecast that players will be fighting for control over these worlds and thus, that chaos will ensue there. However, since the first preview will be all about PvP, we need all that: fights, warring guilds, struggle for power. In the end, we can only come up with fair yet thrilling and challenging solutions for all sides, rulers and ruled, predators and prey, oppressors, oppressed and neutrals, if there is an authentic PvP environment we can analyse.
Other focus group members pointed out that many players will only be interested in getting high level characters and not care about giving valuable feedback. As mentioned earlier, we will not only rely on written feedback but also collect data. Furthermore, if you are concerned about the quality of feedback, take that as one more incentive to start a character there and contribute with constructive feedback. If you think you do not have enough time to start yet another character besides those you already play actively, just give it a try. Even if you can only play from time to time on preview game worlds, the permanent double experience and double skill training will certainly help you to get a decent level quickly for testing new features.

All in all, we need a proper community on the preview game worlds before we can launch a preview. In order to go through with our plan, enough players have to start a character and play there. So we really need YOU! We need your feedback, your expertise, your passion!
If you are looking for a fresh start, like trying out new things and facing new challenges, the preview game worlds might be just right for you! But even if you have doubts about them and how things will evolve, make a character there, share your opinion and experiences with us. We need your input and honest feedback for we want to improve Tibia together with you!

Stay tuned!

 

quinta-feira, 3 de maio de 2012

A Couple of Fixes

With today's server save, we released a small client patch to address a few issues, for example:
  • We have finetuned the mechanisms that trigger in case of connection interruptions due to lag and kicks.
  • The sprite of incredible mumpiz slayer has been replaced with the new longsword graphic.
  • The market flag has been removed from all flower pots except for empty flower pots and iced ones. We have also removed the market flag from enigmatic voodoo skull and from depleted versions of the claw of the noxious spawn.
  • Yasir now only buys Zaoan items from you if you are also able to sell them to Esrik, which means that you need to have turned in enough tomes of knowledge in Farmine.
  • A few achievement typos have been fixed, and the achievement "Best there was" has been renamed to "King of the Ring".
If you want to talk about the latest content fixes with other players, you can leave your comments in the thread Player Discussions: Content Fixes.
The patch will download automatically when you log into the game. The new stand-alone client version 9.53 will also be available in our download section soon.

Enjoy!