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Aspects / qualities of a good, attracting server.
Discussion on Aspects / qualities of a good, attracting server. within the CO2 Private Server forum part of the Conquer Online 2 category.
10/20/2010, 23:31
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#1
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Aspects / qualities of a good, attracting server.
So, I propose a question to elitepvpers, though I do not think I'm going to get much of a solid answer.
Not long ago, Hybrid, myself, Ultimation, and a few other people got together to form, honestly, the best private server yet; project manifest. For whatever reason, though, almost nobody played on it. It was the fastest, most complete, so on. But nobody seemed to want to play on it, so we gave up on hosting it.
In short: If someone were looking to make the best private server, one that would attract the most people, and gain the most support, what would they need to include?
I am talking from a -leveling server- perspective. PvP servers do not retain members well enough because everything is given to them. If you have to work for it, most people choose to stay more.
Besides the fact that conquer in itself is a bit of a rubbish game these days, if someone perfectly emulated a real conquer server, minus microtransactions (buying cps, buying gear, 'donate for gear'), would that be good enough, or would they have to introduce their own systems to help make the game better, including but not being limited to fixing existing conquer bugs ('features', lol), as well as new, innovative, and fun systems?
[sarcasm]
No, I'm definitely not thinking of putting anything like this together.
[/sarcasm]
Constructive thoughts, only, please.
If anybody ever wants to see a successful server, we might want to establish some guidelines....
Andy.
P.S. Mods: <3. Please keep this thread clear of...well....'stupid' comments, flames, so on? kthx.
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10/20/2010, 23:36
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#2
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Andy back in the game hmm interesting
Anyway my idea i would keep pretty much the same stuff as co few more events a little bit more things to do but other then that keep it the same
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10/20/2010, 23:50
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#3
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You've got me concerned now too. My server is like you're describing... a leveling server. Mine doesn't have CPs or high exp rates too =s. I didn't even know you had that server. My suggestion would be to advertise more because you're doing a great job. If you ever need a hand, you can always contact me too. =]
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10/20/2010, 23:53
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#4
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Quote:
Originally Posted by FuriousFang
You've got me concerned now too. My server is like you're describing... a leveling server. Mine doesn't have CPs or high exp rates too =s. I didn't even know you had that server. My suggestion would be to advertise more because you're doing a great job. If you ever need a hand, you can always contact me too. =]
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I'm talking theoretically. I do not yet have a server, nor do I for sure plan on making a new one.
I'm asking for ideas to develop a server, and if anyone gives me a good enough list of ideas, I'll have the drive to make one, provided it attracts enough people.
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10/21/2010, 02:32
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#5
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I would put in features that players have never seen before. I'm not the "ClassicCo" guy, I like the newer versions of Conquer. Newer features really are great. As of the moment I have no ideas but if I think of any I will be sure to post them. Goodluck!
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10/21/2010, 03:47
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#6
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-Stable (obvious and not something you will have any issue with Andy)
-Completed features (Rather few servers have this and it makes your server look good/professional)
-Uniqueness of server. This can be patch, gameplay.. theme... anything that sets your server part from others in a good way. Eg Running current tq patch will instantly draw large crowds away from the old 5165/5095 servers all over the place simply cause it's 'something new'. You need the content to KEEP them though
-Unique features. Events, gameplay, game systems... most servers are copy/paste so anything you add that is unique can really help your server. Eg aco and it's tournaments was it's main claim to fame and it made it very popular. My server and its 1v1 dueling system was one of the main things that I could mention to ppl and they'd go "ooohh!" and be interested.
-Reason to stay. You already mentioned it with it being a leveling server but you need your server to be accessible to new players (content for noobs) as well as a reason to stay (wtf do you do once you are level 120... maxed gears? etc)
-Reason to advertise. The best advertisement is word of mouth. If your players have a reason to bring in new players then they will help do your work for you. Eg: events that require or are more fun with more players are a great reason to try to encourage their friends to join and play with them EG: large raids, guild vs guild tournaments... etc.
-Service: Players want to be heard. This alone is one of your greatest advantage. Many players left official co due to tq doing w/e the hell they want in order to earn money.. you need to listen to player input and TAKE ACTION based on what they say. Eg: Listen for quest ideas, allow players to contribute new quests, quiz questions... ANYTHING to make them feel like they really help shape the server. When a player has an issue, reports a bug, suggests something.. having someone in a position of power to discuss rationally with them will make all the difference in the world. Anyone who played the last version of hellmouth can attest to the fact that customer service and 'being heard' is something that is all too rare in most pservers and can make a world of difference.
Linked of course into this is the whole 'bulking' aspect of microtransactions. Obviously your server needs to make money or it will be gone within a few months... You simply need to find ways to handle transactions in such a way that they are still desirable enough for players to bother paying for them yet not so overpowered as to alienate non donators or new players.
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10/21/2010, 04:43
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#7
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Well for one, I didn't even know your server was online/public.
I knew you guys were working on it, just never heard of being able to play it.
So, advertise maybe? =P
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10/21/2010, 05:05
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#8
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Quote:
Originally Posted by kinshi88
Well for one, I didn't even know your server was online/public.
I knew you guys were working on it, just never heard of being able to play it.
So, advertise maybe? =P
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He does not have a server public/online
Just getting ideas for when it does become public/online
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10/21/2010, 06:53
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#9
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Quote:
Originally Posted by hunterman01
He does not have a server public/online
Just getting ideas for when it does become public/online
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He DID have a server online, project manifesto.
That being said... I'm fairly certain I looked into project manifesto at one point and there was little if any support... players were required to track down and modify their own client, no website, registration required to even see information on server via the forum...
While yes, this weeds out many lazy/stupid players and also helps you with things like copyright issues... you will lose 90 percent of possible players like this as MOST players simply cycle through possible servers giving each a few second chance to grab their attention.
Think of private server advertisement/testing in a similar way to modern tv commercials... SOMETHING has to hook the viewer within the first few second or they will simply move on to some other ****** bin/lotf copy paste server.
Advertise, advertise, advertise and then make sure the server is accessible and easy to get a client and account to as well as information about server features/what to do/etc. In order to be successful sadly you will need to 'stupid proof' the server.
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10/21/2010, 07:25
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#10
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That's good feedback so far.
To begin with, if I should ever start with a server again, I believe I would start it with the most current patch. As pro mentioned, that would immediately give the server a step above the other servers.
In terms of microtransactions and donations, so on, I would only allow donations for visual aesthetics. As in, if you donate, other people can -see- that you support the server, but it doesn't give you any advantage. My approach to supporting the server would not merely be through donations, I plan to incorporate an advertisement that runs either overlayed the conquer client, or as part of a launcher / anticheat / so on system that is required to be running at all times. If 200 people refreshed an advertisment every 5 seconds for 6 hours on conquer, that would be a hell of a lot of pageviews. From my experience, nobody wants to pay to have fun, so I think ads would be a decent alternative.
What additional game systems should I incorporate into the server? What type of events?
What kind of player input should I take?
Specifics is great.
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10/21/2010, 14:05
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#11
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If im right didn't aco use PM?
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10/21/2010, 23:18
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#12
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Please, try to stay on topic.
Is there not a single other person that has ideas?
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10/21/2010, 23:45
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#13
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I was thinking something like, having tournaments kind of like Acid did, but not pvp server. Instead just a level server. But you gotta be a certain level to enter the tourney. Maybe you can work your way up to like level 130 +8 gears. Then from tourneys that's where you receive the other experience/7 levels/+12 gears. I hope that's what you mean by ideas.
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10/21/2010, 23:56
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#14
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Tower defense? Its something i have always wanted to do with conquer, but never found the time. It wouldn't even be that difficult to create, like i say, just never got around to it, i might try and write it into the open source project at some stage, and as far as i'm aware its never been done before.
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10/26/2010, 03:38
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#15
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Bump?
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