Lemme expand my opinion by a fixed angle of an economic vision.
There are two theories, before making or doing any steps, that you must get to know.
The first one is simply as following,
Once the players start to join the server and once the server become to be populated, players start to get players. You can describe this last like a twisted rope between everyone. In a word, PLAYERS GET PLAYERS.
The second one is simply as following,
Once the players start to leave the server and once the server become to be populated, players start to leave each one by one. In a word, ONE PLAYER LEAVE, 1000 PLAYERS AFTER LEAVE.
What is our conclusion? Simply, PLAYERS ARE ATTACHED!
Then, what is the problem? I didn't understand that do you mean.
I mean, that if you satisfy the players' needs and if you keep your server updated and always tuned like DemonRoad, SilkRoad Europe, etc.. Your server will never shut down. You know something? Once the players finish the server gameplay that they pass on, they start to get bored of doing nothing. We're not talking about how long it will last? We're talking about updating the server cap.
Let's get the best example of the best and respected developer of the whole SilkRoad scene who released his server twice. His server that was a piece of diamond 'Myth Online' by 'Synx'.
Was there any problems with the server? No. Everything was just perfect. The problem only was buried in the server plan. I always asked myself? This server was a HIGH-CAP server like those servers who are still online for years now. I wanted to give an opinion just there during the scene telling no, don't go for Cap 125 directly with all the features. Make at least, Cap 110 with all features and systems of that Cap for SIX months, for example. People were tryin' very hard to complete the server gameplay, many of them will be able to do that. But once you feel like that the server is full of players who had completed the gameplay, you can simply update your server to Cap 120 with all of its features. Keeping your players updated, keeping your players busy and hurry don't give them anytime to think about :
'What about changing the server? I've completed its whole gameplay. No updates, no shit. I'll try to do plus my weapon and my whole set to check my luck in this server, if it failed, lemme getta out of here. If it all succeed, I'll continue playing some few days again in addition like a Boss, then bored, then leave.'
After it, a simple release of Cap 125 with its features for another six months, those *CAP* updates are very important to keep a server alive with features. In conclusion, In order to have a good and long-term server, you'll be able to have a 1.5 year server if you do not have the luck.
Lemme explain in addition, the OLD-CAP servers. Why they don't survive for more than even one year?
Simply, because you cannot update the server CAP. For example, if you had a Cap 60 server, you'll be able to do CAP 70, 80, 90, 100 after. But, you'll change that direction of server cap to HIGH-CAP server that will provoke the closure of the server because the players got bored of completing the gameplay and doing nothing.
Let's analyze, a small personal vision.
Velestia -> What is the problem?
Velestia 2 (Skalidor) -> What is the problem?
Skalidor 2 (Elamidas) -> What is the problem?
Elamidas 2 (?) -> What is the problem?
Why those *PERFECT* and *SUCCESSFUL* servers didn't survive? Like, atleast one of these should had survived. No problem of game administration, no problem of server gameplay. Problem of players? Maybe not. But, it's a retroversal problem.
Like, put yourself in a player position. You're done of playing the server, completed everything. Then, what? PvP with our friends? Yes, and? What is after? Nothing.
Those servers who *do* have something to update or to release in order to make sure the players won't get bored, will survive.
Want to make a successful OLD-CAP private server that I would really appreciate is the *SOLIDARITY* between the diffused developers there and there.
Like, let's analyze from another vision. Let's bet that the whole private silkroad servers are around of [100] servers. If every server wanted to have a full capacity, we must have 100,000 players which is impossible.
The golden age of SilkRoad was five years ago before the release of Cap 120 and its features. Did we ever passed this real amount of players with the original one? Like, a diffused private silkroad scene won't help anyone to survive. A well-strongly made server with a stable gameplay and gameserver plus a respected professional team open the way for a good and safe server.
Opening a server and advertising it is not so easy, it is a grand responsibility that you should take care of. If you're not able, then don't. Our experience in SilkRoad has already reached the max.
SilkRoad Online is going to die before 2020, its files will spread all around the whole scene. The last oxygen, the still surviving of SilkRoad will be in the private silkroad scene. Many players will leave, other will join. kSRO is already dead same as SilkRoad-R.
WE must after all, stand up together to achieve our intentions. That's all.
Thanks!, Blowatomix.