Hi, after playing in a few survival server i noticed that most of them don't work and they constantly get new people as the old ones leaves, i think for the most part they can be categorized in 3 categories.
1.The most common probably, survival server with a shopping district, with no rules except no griefing and stealing. What happens here is that people will build their own farms to avoid spending diamonds at the shops or compete on prices with other shop owners, so the shopping district pretty much dies because nobody needs to buy anything, and shop owners pretty much make an income only when new players join.
2.In this kind of server the goal is mostly the automation of everything and the build of spectacular structures, players will cooperate and share resources towards common goals, it is fun but even though minecraft is a big game, you run the risk of not having much to do after a few weeks/ months, unless you want to perfect everything like the scicraft server, not many people interested in that though.
3.Server where players can claim resources to sell, this keeps the economy going, but limits the amount of farms and devices a player can build, it does provide resources to everyone quickly though, as everyone works on something different, in early game.
What do you guys think works best in a long term multiplayer world? What i would like to do is option number 3 but with coop for big projects, like huge discounts or even sharing resources for big projects, with that plus low prices at the shops i don't think is necessary or useful to have each it's own iron farm and gold farm etc.
Anyway let me know what you all think on the topic.
Economies definitely dominate the Minecraft server. Most servers get around the EULA in selling game items if they have an economy that can (eventually) buy the same items without purchasing/"donating".
Shopping districts are a wonderful way to help stimulate and grow a server economy. Some servers don't do it very well, by not having a centralized place for selling items; some servers get away with it. An "auction house" plug-in eliminates this altogether with a command that can open a store from anywhere that players can then trade items for currency.
All of this in mind, I want to bring up a point: depending on the strength of your economy is where your player types will come in. I believe that the best servers allow players who enjoy all three types you mentioned to coexist in a single server. That said, I believe your "server types" are actually player types - that being, its the players that decide the game play of the server. Find a way to drive the economy to help fit all these types, while being EULA compliant, and you're good.
The problem is that doesn't work, what you are talking about is a server with basically no rules, which is the first i have mentioned, which ends with a really high turnover, people join, build everything they want, they become selfsufficent, and leave.
Only it does work. I've played and managed servers that have a dynamic that incorporates many playstyles. The environment created in the server is what keeps people to stay; the dynamic of each server is unique to that server alone. Players strive to be self-sufficient in any Minecraft server, that's the point of the game. Our job as administrators is to provide other things to do: quests, MMO-like leveling, etc. etc.
Some of the best servers I have ever been on were ones that had no server shop what-so-ever and no set currency. Rules in the server were basic and the admins were nothing more than quite players on the server that only spoke up for normal chat or to fix issues. Over administration is a common issue I see on servers.
I am a modded minecraft player though so mods usually add a lot of content to keep players for the long-term.
Dunno for me minecraft isn't about quests, since there are a lot of games much better at that, and for my kind of player the only kind that works is where people can play together and cooperate, and discuss designs for farms, learn frome each other etc. Obviously it's interesting only to really technical players
Hi, after playing in a few survival server i noticed that most of them don't work and they constantly get new people as the old ones leaves, i think for the most part they can be categorized in 3 categories.
1.The most common probably, survival server with a shopping district, with no rules except no griefing and stealing. What happens here is that people will build their own farms to avoid spending diamonds at the shops or compete on prices with other shop owners, so the shopping district pretty much dies because nobody needs to buy anything, and shop owners pretty much make an income only when new players join.
2.In this kind of server the goal is mostly the automation of everything and the build of spectacular structures, players will cooperate and share resources towards common goals, it is fun but even though minecraft is a big game, you run the risk of not having much to do after a few weeks/ months, unless you want to perfect everything like the scicraft server, not many people interested in that though.
3.Server where players can claim resources to sell, this keeps the economy going, but limits the amount of farms and devices a player can build, it does provide resources to everyone quickly though, as everyone works on something different, in early game.
What do you guys think works best in a long term multiplayer world? What i would like to do is option number 3 but with coop for big projects, like huge discounts or even sharing resources for big projects, with that plus low prices at the shops i don't think is necessary or useful to have each it's own iron farm and gold farm etc.
Anyway let me know what you all think on the topic.
Economies definitely dominate the Minecraft server. Most servers get around the EULA in selling game items if they have an economy that can (eventually) buy the same items without purchasing/"donating".
Shopping districts are a wonderful way to help stimulate and grow a server economy. Some servers don't do it very well, by not having a centralized place for selling items; some servers get away with it. An "auction house" plug-in eliminates this altogether with a command that can open a store from anywhere that players can then trade items for currency.
All of this in mind, I want to bring up a point: depending on the strength of your economy is where your player types will come in. I believe that the best servers allow players who enjoy all three types you mentioned to coexist in a single server. That said, I believe your "server types" are actually player types - that being, its the players that decide the game play of the server. Find a way to drive the economy to help fit all these types, while being EULA compliant, and you're good.
It rhymes with braille, not drool.
The problem is that doesn't work, what you are talking about is a server with basically no rules, which is the first i have mentioned, which ends with a really high turnover, people join, build everything they want, they become selfsufficent, and leave.
Only it does work. I've played and managed servers that have a dynamic that incorporates many playstyles. The environment created in the server is what keeps people to stay; the dynamic of each server is unique to that server alone. Players strive to be self-sufficient in any Minecraft server, that's the point of the game. Our job as administrators is to provide other things to do: quests, MMO-like leveling, etc. etc.
It rhymes with braille, not drool.
Some of the best servers I have ever been on were ones that had no server shop what-so-ever and no set currency. Rules in the server were basic and the admins were nothing more than quite players on the server that only spoke up for normal chat or to fix issues. Over administration is a common issue I see on servers.
I am a modded minecraft player though so mods usually add a lot of content to keep players for the long-term.
Dunno for me minecraft isn't about quests, since there are a lot of games much better at that, and for my kind of player the only kind that works is where people can play together and cooperate, and discuss designs for farms, learn frome each other etc. Obviously it's interesting only to really technical players