PostIdeal Server

Posts 16–18 of 18 · Page 2 of 2
Quote Originally Posted by TooGoodAtCoding3039 View Post
Don't forgot one of the most important things... protection. Without a decent protection on your client/server-sided patches, your server won't last more than a few weeks.
it can last without protection as long as admins are active, but will be boring for them
Quote Originally Posted by TooGoodAtCoding3039 View Post
Don't forgot one of the most important things... protection. Without a decent protection on your client/server-sided patches, your server won't last more than a few weeks.
While client protection certainly helps against certain attacks, it won't replace the necessity of staff activity, and unless you're fairly decent at appsec and netsec, which I don't assume the average server owner to be, which is why I didn't include protection, you won't be able to apply enough code-based protection to lessen the need of active moderation.
Quote Originally Posted by r.p View Post
ideal server? no, I don't think ideal is a very good term to use. I'd like to try to be somewhat helpful by not blowing up an expectation that most owners probably can't achieve.

The reasonable server (as in one that I think could survive with a healthy amount of dedication) has:
- a fairly recent source. I don't expect most server owners to know how to really identify and fix the engine/networking problems present in most sources, but the newer sources tend to be somewhat more stable and less buggy than older ones.

- around 2-10 hours of accessible custom content at first release. Accessibility is key, and if your players have to grind for hours in "Prod only laggier" to find out that your server is different, you will lose a lot of players in the first 15-45 minutes.

- a sustainable donation system. A system of rewards for donors that you can expect people to keep paying for (server costs are monthly). Personally I'd say that low denomination donations are far more sustainable than high denomination, it's easier to find a hundred people who will pay $2 than four people who will pay $50.

- some staff member is present on the server for 20 hours per operational week- servers are hobby projects but they need supervision. If you as the owner cannot commit that time, find people who will (moderators).

- hype and marketing. You can't keep players if you can't get them in the first place. Make sure that a good number of people know about your server a week before its release.

- a somewhat continuous development. While they're more work to push out, smaller update chunks and hotfixes can really show the players that you're listening. Don't worry too much about the quantity of content pushed out as long as it feels like it's being continuously worked on.

I think all of this a server owner can do without knowing much more than behaviors, being friendly, and having common sense around technology (as in, googling things).
i recently made a 123.5.1 server from scratch and only really missing is behaviors and custom new content i think having ppl say what they beleive to be ideal for them gives devs something to strive for
Posts 16–18 of 18 · Page 2 of 2

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