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  #1  
Old 03-07-2007, 02:52 AM
theHAWKER theHAWKER is offline
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What Makes a Good Server?

In my opinion i think that a good server should have lots of quests and/or lots of killing

what do you think?
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  #2  
Old 03-07-2007, 03:18 AM
Inspiration Inspiration is offline
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Players/community make a server better than anything else. If you don't have that, your content isnt going to matter much.

Think of a way to draw and keep a playerbase, a hook, and work from there.
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  #3  
Old 03-07-2007, 04:29 AM
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Exactly what Inspiration said. Some way to bring the players and community together. Content is great, and a definite added bonus, but honestly, if people were looking for solely (or even majority) content, they wouldn't be on graal.
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Old 03-07-2007, 04:36 AM
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Dude, quests, gameplay, something interesting even. Z.z
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  #5  
Old 03-07-2007, 04:57 AM
Infernix Infernix is offline
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Good developers.

btw lets note graal has no community without good content so thus all in all if there is no content there is no community. No one wants to play the servers with crappy content.
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Old 03-07-2007, 05:29 AM
Mykel Mykel is offline
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Good developers.

btw lets note graal has no community without good content so thus all in all if there is no content there is no community. No one wants to play the servers with crappy content.
Wrong. Absolutely wrong.

There have been plenty of horrible servers with a good community. Just look at basically all of the old servers, and many now. What does UN have to offer, honestly? Community.
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Old 03-07-2007, 05:46 AM
Infernix Infernix is offline
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Wrong. Absolutely wrong.

There have been plenty of horrible servers with a good community. Just look at basically all of the old servers, and many now. What does UN have to offer, honestly? Community.
UN, Community? People flock there and manage to stay there cause they have the most (useless) npcs compared to any other server. They manager to at least keep the content coming out unlike such servers like Npulse and Delteria. Just look how people flocked back to delteria once they simply get a few quest. They damn well didn't go back because so and so was on the server.
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  #8  
Old 03-07-2007, 05:53 AM
Shotoo2 Shotoo2 is offline
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Constant corruption and controversy in the staff team, like on Era.
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Old 03-07-2007, 06:08 AM
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First step is making something that is going to attract alot of players. Once you have a playerbase, the sky is the limit!
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  #10  
Old 03-07-2007, 06:24 AM
smirt362 smirt362 is offline
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An idea that is fun and entertaining.
The ability to create and stick to those ideas.
Attracting and promoting a good community.
Lots of replay value.
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  #11  
Old 03-07-2007, 07:18 AM
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Quote:
Originally Posted by Infernix View Post
UN, Community? People flock there and manage to stay there cause they have the most (useless) npcs compared to any other server. They manager to at least keep the content coming out unlike such servers like Npulse and Delteria. Just look how people flocked back to delteria once they simply get a few quest. They damn well didn't go back because so and so was on the server.
So why did the people stay after they completed the poorly created quest?
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  #12  
Old 03-07-2007, 09:31 AM
PrinceDark PrinceDark is offline
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Developers that can stick to doing what they set out to.

After that -> Community.
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  #13  
Old 03-07-2007, 09:39 AM
NeoJenova NeoJenova is offline
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Create your hook, something that will keep the players on your server whether it be leveling or constant competition between eachother or whatever it is, make sure it is unique. please?

After that, to create your community make sure you create a way of constant interaction between your players, maybe the events, economy through co-operation or even co-operation through conquest. Just make sure there is someway a players MUST interact with eachother. Make it a constant and your community will evolve on its own.
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  #14  
Old 03-07-2007, 10:06 AM
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Create your hook, something that will keep the players on your server whether it be leveling or constant competition between eachother or whatever it is, make sure it is unique. please?

After that, to create your community make sure you create a way of constant interaction between your players, maybe the events, economy through co-operation or even co-operation through conquest. Just make sure there is someway a players MUST interact with eachother. Make it a constant and your community will evolve on its own.
I couldn't agree more. People play to obtain something that no other player has. Causing conflict for the player to obtain that something gives a great atmosphere.
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  #15  
Old 03-07-2007, 03:19 PM
warp2ukew warp2ukew is offline
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Not having Legacy in the name helps
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  #16  
Old 03-07-2007, 03:49 PM
DustyPorViva DustyPorViva is offline
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I actually think there's a wide variety involved in what makes a good server, and hopefully that doesn't come to a big surprise.

First, what does UN do so "right?" UN seems to be the only leftover of what graal used to be before P2P, when it was classic. Even if it isn't as good as we all think, it has something. It has the mindless quests, the useless, but fun to obtain NPCs, the overworld riddled with playerhouses, and moreover; the community of people all looking for more members in their guilds, which makes the other people who join feel like they have a reason to come back. But the only reason UN excels so much at it is because no other servers offer that much on such a simple scale of just diving in.

Anyways, I think you need to look at what other MMO's do instead of what the "best" graal server is doing. Like said, you need to get people interested. That means something that looks different than all the other servers, that is the first attraction. If you show a screenshot that looks interesting, good, and all that stuff, you will get your initial wave of people to come check it out. Then after that, you need to have something to draw people in, besides the looks(sure, looks aren't anything, but it will really help you in getting past the initial step of getting people there in the first place), you need content to keep them interested. Then after that, you need a community(which you should have formed from the first two steps), to keep them there until there is more added.

But that's easier said then done, the bulk of the problem people come to when trying to make this happen is that it's all done sloppily and rushed. PLAN this crap first, and I mean actually plan. Before you even try to tackle a project like a server you need to have everything planned beforehand, to make sure it's even worth wasting your time on. Draw out a map, even if you can't draw, sketch. Sketch the areas, make the names for areas, create a world. Most of the people who do fantasy books, games and so on do this kind of stuff before even starting their books. Of course every server is probably going to be fictional, so you need to fill in the seemless blank spaces that come with having a fictional world. Make lists, and lists of events. These events can be pieced together to make quests. And don't keep quests small either. Have quests for single people, whether it's just talking to one NPC then another. Have chained trade quests too, they're always fun(as long as you help them along the way enough). Have quests that involves groups, groups tackling giant monsters or dungeons. And moreover, quests that involve the whole server. This is the best way to introduce new content. Have a new island you want to add in? New cave or some such? Instead of just slapping it in there and saying, hey, we added a new place! Involve the people. Have an earthquake happen that gets everyone looking for something different.

It's true though, that population make a community sometimes, like UN. But you shouldn't think on a mentality like that when making a server. Community will keep people together for sometime, but you, as a dev, manager or whomever, should be thinking that it's the content that will keep people there. Or else you'll get lazy and hope the people do the hard work for you. Community is never a sure fire thing, you should aim to keep people there no matter who they are. Some people like to do things on their own, community isn't going to help keep them there.

Which goes along with planning, plan a crapload at the beginning. But don't release it all at once when you first let the server out or whatever. Release enough to keep people interested the first week, then let one big thing out at a time everyweek. Keep those updates there every week, or one big update a month, small things every week. This will keep people happiest the most.

And there goes my disorganized two cents.
In summary.
Plan, plan, PLAN.
Get people interested. Oasis did a good job on this.
Pull them in after they're interested with content.
Rely on community just to keep them there until the next update.
Keep those updates coming.
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  #17  
Old 03-07-2007, 03:49 PM
hampy hampy is offline
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Quests suck, PKing all the way. Item trading is needed too
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  #18  
Old 03-07-2007, 04:00 PM
DustyPorViva DustyPorViva is offline
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So you say. There are those who like to PK, and those who like to actually play the game. Mixing those two always frustrates someone.

Anyone who enjoys trying to play and do other things hates getting killed in the middle of something; It only drives them away. And anyone who likes to PK hates to have that limited. It's something you have to think about in the planning stages, but you have to lean to one side or the other. You'll never be able to make both sides completely happy. You'll either have to allow full PK to keep the PKers there, or disallow it and keep some sort of alternative to keep the others happy.

Anyways, if you're going for a content-driven server, PKing will probably have to be sacrificed. Now if you're going for a classic/UN kind of server, then PK will probably work.

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  #19  
Old 03-07-2007, 04:17 PM
warp2ukew warp2ukew is offline
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So Dusty, looks like you're back? XP.
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Old 03-07-2007, 04:36 PM
DustyPorViva DustyPorViva is offline
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Aww... no ninja smily. What kind of forum is this!
Anyways, if I told you I'd have to kill you.
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  #21  
Old 03-08-2007, 01:05 AM
theHAWKER theHAWKER is offline
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Not having Legacy in the name helps
real nice...
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