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success Reasons why your servers are failing...
SapioiT posted a topic in General Discussion.Hi, I don't want to mock you or anything, after all, you do have a server, and I don't, I just noticed something you might want to know. Do you remember the time when dayz mod was at it's prime? If you don't, go watch some videos. If you do, what do you think is missing now? Here's my opinion: TENSION. Let me explain that. First, there was a time when people were afraid of engaging, because they would lose days' worth of work. Then, there was the base aspect, with most bases breach-able, in a way or another. Then there was the constant need of supplies, in order to survive. Medical supplies weren't that common, and bases were often used to stash away resources, because dieing was easy, but getting your things back, not so much. So, to put it simply, if a server wishes to thrive, here's my to-do list for it to stay relevant for a long time: 0. Hard or hardcore. Make the server either of those. Hardcore = no weapon, no map, no backpack, maybe a bandage. Hard = 2x bandage, no map, weakest meele weapon (machete? or bat?), smallest backpack. Heroes should have +1 painkillers, bandits +1 smoke grenade (to trap players inside buildings filled with zombies). Oh, and NO PVE, since it takes away the risk of killing your teammates. Less risk = less fun = less awesome of a feeling when you do win. 1. Weapons. Have the map mostly spawn meele weapons, and rarely a pistol. I'll get back to the other weapons soon enough. This will make it a lot more difficult to kill somebody, and make the risk of being the one killed a lot higher. Making the fights more evened out, you effectively make it so people are thinking more about whether or not to engage in combat. 2. Bases. Let people build without a plot pole, but have things stay like only for 24 hours (so people ca maintain them, if playing daily). And only cinder and metal should be indestructible, but it shouldn't be cheap, in fact, it should be one of the most expensive things on the server, alongside tanks and rocket launchers. let people build wooden (camouflaged) bases, and let others be able to break into those. Also, locks should be buyable from the traders, so as to not make it impossible for people to have bases, but safes should only be on hard&hardcore missions, and lockboxes should be on medium, hard and hardcore missions, as well as drop from zombies. 3. Vehicles. Only spawn 5 vehicles on the map, (old) bikes (the most frequent one), (old) motorbikes, towing tractors (slow and leaving you exposed, but allowing you to tow other vehicles), traktor (slow and noisy, but also good for towing, and offroad), and a slow boat (for one player only). The rest should be bought, and get unlocked after the maintainance period (i.e. 14 days. on most servers nowadays). 4. Missions. There should be a broken vehicle for each mission, with the number of AIs be the number of seats those vehicles have. 4 difficulties, all with wicked AI: - easy: motorbike or atv, 2 people with pistols, a chance for one to have a crossbow (which can have a CCO attacked to it, for use against more difficult missions). One vehicle not working - medium: 1-3 vehicles, some things (like boxes, crates and walls) for AI to hide behind, AI with shotguns, and in one of the boxes&crates to be a chance for a CZ for the next mission difficulty. One vehicle working. - hard: at least one important vehicle (like the ural, SUV, helicopter or armored vehicles), a few small buildings and even more cover (walls, crates, boxes, buildings), AIs with CZs, and rarely a better sniper in the loot box. One vehicle working (not the important vehicle. This could be an old motorcycle that's working for every mission) - hardcore: same as hard, but with machine guns and rocket launcher, none on AI, a chance of either one in the loot. One vehicle working. Also, an armed vehicle that can't move, and will be empty (of ammo) when not used by AI. 5. Trading. Now, the catch here is to have trading routes, and the gains should not be big, but enable a lot more gameplay options. Aside from the trader cities (the buy-sell price ratio should be 4:1), with normal prices, and special loot (like weapon attachments). Each of that trader should be in a different location from the trader cities. You could have 3m safezone around them, and have them spawn in the middle of nowhere, in a building of their own. They should also be relatively close to roads, so that those roads can be camped/ambushed. The whole point of this is to enable a small profit for those doing trading routes. There should also be at least 5 of those on the map. 6. Map. The map should NOT be Chernarus, because everyone knows every bit of it. There's also the deal with the open buildings I would suggest either Lingor Island (still kind of fresh) or Panthera 2 (overused), with 4 trader cities (2 for everybody and 1 for hero and 1 for bandit), and none of them have all the traders inside (again, so that the people have to visit more than one trader city), and there should be more buildings on the map than by default, so as to make the map unique to the server. You could block some entrances and add other entrances to buildings, wall around things, add buildings, add unmarked cities, and so on, so long as they're not obviously laid down on the map. Also, have a day+night cycle, but not those bitch black nights. 7. Donations & Microtransactions. Those who pay for it, should be able to have a bit of advantage over the others, but not too much of it. Something like a VIP Hero with a desert camo (or snow, they're both good in a city) and VIP Bandit with a forest camo. Also, maybe let them buy bikes and motorbikes for two thirds the price (so 3:2 buy-sell ratio), from a VIP trader in each trader city. If you want new players to get something free, give them money for a lock, so they can have a locked house. And a lockbox to the VIPs... So, tell me, how will it help you to have your server (more or less) exactly the same as every other server? What makes YOUR server so special? Is it any fun? For anybody?