Thread: A Treatise on Designing a Better RuneScape Private Server

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  1. #21  
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    Props to you for making this. I could never.
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    2 post guy chiming in... I couldn't load the PDF for whatever reason but I have a few rough thoughts on designing a new and better server..

    1) Niche content - It's been mentioned before, but focusing on keeping up with OSRS is less than ideal. If the intent of your private server is to recreate the original game and provide an opportunity for time-restricted players to access content they wouldn't be able to access in the real game, that's ok... But if you're a new server owner with the same intent, you're SOL. This is because your new server will be competing with servers that are already well developed and have enough resources to get and stay ahead. Having said that, I think it could benefit new servers to select a niche part of the game and focus on making something significant out of it (whether it's skilling, minigames, PvP, etc.). For example, someone could focus on building their server around Castle Wars. The server could almost function as a "Castle Wars world equivalent" except it would have achievements and the economy built around the minigame. (This may be a slightly difficult example to follow, and it would take a lot of creativity)

    2) A stable economy - It might just be me, but I think a server with a stable economy will beat out a server without one. In theory, a fairly straight forward approach to improve your servers economy is limiting money coming in and increase money going out. This can be possibly done by doing something like this -> find your highest gp/hr source on the server, cap it to a reasonable amount and adjust the rest of the money making content in the server based off of that. Include a couple of money sinks. Limit donators access to items and areas that don't significantly impact gp/h (assuming you already have a pay to win sort of thing going on). Remember, the point is not to make gp difficult to come by, but to make players actually put in a little bit of effort to gain a feeling of accomplishment when getting that new item (take advantage of capitalist ideologies).

    3) Rewards and achievements - Give players the recognition they deserve. If a player spends hours grinding away an activity in you game, give them something deserving of their accomplishments. This could be an item (skillcapes are boring but a good example, or a place on the hiscores).

    tl;dr - 1. Don't try to recreate all of OSRS, choose a specific area of the game you like and build a server on top of that (PvP, minigames, skilling). 2. Avoid pay2win, make players work for their gp (not too hard though) 3. Make sure players get something for their accomplishments

    I could expand on this but I think it's a decent rough outline. If anyone has any opposing thoughts, I'm up for debate.
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    Not a bad read at all, and some good novel ideas.
    All of this is very necessary if you intend to keep a playerbase hooked for longer than a few weeks at time; which is usually harder said than done with the way RSPS have been run over the past.
    "Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu
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    This guy LaTeX's
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