Originally Posted by
Roxy Lalonde
This is probably where I can expand the most detail on.
First of all, it really depends on what you're aiming to make in this private server. ("i want a fun server" does not count as a development goal) Do you want to lay low to the basics of what the game is offering you, and offer buffer material like extra dungeons and items? Do you want to aim towards a strong sense of balance where you feel the players can play fairly, and focus on analyzing trend data and fine-tuning your points for maximum effect? Do you want to introduce a new, large game-changing element, and risk the possibility of failure and large amounts of work needed?
Remember that you should care more for "effective content", content/features that will affect the playing experience for your player community. For dungeons, aim for QUALITY, not quantity. Remember that each dungeon is a source of loot, a time-management decision on the player's end to take risk, time, and chance for a certain range of reward. Stretching those parameters largely can screw things over in ways you wouldn't expect, such as dungeons being ignored due to poor risk-reward or just being plain boring.
Lastly, you should NOT depend on the community entirely. RotMG is not a game formula that can carry itself via the player community, and there will be many times where you will need to take a look at things and make a design-POV decision. I make a policy for Phoenix to create a basic agenda with certain requirements, and if certain design details or suggestions do not meet the agenda, I do not continue the development process. Remember, you're driving the game by funding the servers, providing management, moderation, etc.
What you should be on the lookout for is unified grievances from a considerably sized community. Design-wise, the players don't know what they want, but if some game mechanic or bug seriously drives them nuts, they will know what it is. You can maintain good relations with your community by acting decisively on these requests.