Talk:Hunting Places

This page is a great idea. Maybe it would be cool to include "Approx. experience per hour" "Approx. mana/rune spend per hour" "Approx. loot value per hour"

Just an idea, what do you think? I'll be contributing to this page with info on Ramoa (Bonebeast island) later on.

Ryek Azagoth 09:07, 3 November 2006 (PST)

It would be great if that kind of information was possible, but there are too many variables. If someone posted their exp/hr... it would only be accurate for maybe 1/3 of all players or gameworlds, probably less.

The primary things that affect exp/hr and cost/hr for a given hunting place are (1) respawn time, (2) speed player can kill creatures and leave the area, (3) cost per attack/damage they can cause per attack.

I have tried, and I have not found ANY good way to even estimate these values for them to be useful for more than a small group of players/gameworlds.

I'm sure that there are people out there with some ideas, but I can't think of any possible way to make these values useful for the entire tibia community.

-- Whitelaces &dagger; Talk &dagger; &chi;&rho;&iota;&sigma;to&sigmaf; &alpha;n&epsilon;&sigma;t&eta;, &alpha;&lambda;&eta;&theta;&omega;&sigmaf; &alpha;n&epsilon;&sigma;t&eta; -- 13:04, 3 November 2006 (PST)


 * Why not make a ranking system? So all the 2's for instance would be high cost high Exp. 1's would be low cost high exp. 3 Medium cost high exp, 4 medium cost medium exp, or something to that effect. or a colour coding system... Some way of ranking at least. Craggles

That would probably work, but how would you judge "high cost" or "low cost"? What a level 10 considers to be "high cost" would be super-cheap for a level 25 or higher, and there would be even more difference as you talk about higher levels.

Respawn time is certainly dependant upon number of players online, but creature density can counteract the respawn time to some degree. This also depends on the exp that each creature will give.

I still think we could not accomodate how complicated the issue is, but you may be onto something there, Craggles.

I would suggest separating cost, exp, loot... instead of having 1=high cost/high exp... have "high-cost" and a separate "high/med/low exp", etc.

Keep in mind that cost would depend almost 100% on what method they use to attack, and how much damage they can do with that attack (knights spend nothing to use melee weapons, for example, but mages spend mana and/or runes to attack).

-- Whitelaces &dagger; Talk &dagger; &chi;&rho;&iota;&sigma;to&sigmaf; &alpha;n&epsilon;&sigma;t&eta;, &alpha;&lambda;&eta;&theta;&omega;&sigmaf; &alpha;n&epsilon;&sigma;t&eta; -- 13:41, 3 November 2006 (PST)

Double info, new standard
I thought that we don't work accurate on this page. I took elvenbane to explain an example how it could be work better:

Advice level: Knights: level 25-35 (Tip: Open dead bodies of monsters for forgotten loot.) Paladins: level 20-30 Mages: level 19-35 (Tip: Use Great Fireballs.)
 * Elvenbane

In this method we show better which level is good to hunt there and the real info such as location and monsters you can see on the page of the place itself and not here. If nobody is against it we can change every hunting place on the hunting places page to this new standard.

Bennie 30 December 2006 13:07 (CEST)

Since nobody posted against it I'll start to move everything to the new standard

Bennie 1 Januari 2006 11:49 (CEST)

It should be "Advice level or skills" instead "Advice level" because when you are paladin or knight, skills matter most. Also, there should be just minimum level, not maximum. Ville-v 05:01, 1 January 2007 (PST)

Warning about lvl
Ty very much...