Thread: Can anyone explain the stagnancy in RSPS over the last few years?

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  1. #21  
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    Tyluur's Avatar
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    Quote Originally Posted by Dust R I P View Post
    All pretty innovative if you ask me

    This does give me motivation to start up an unfinished project of mine though
    Only a few servers in that list stand out to me.
    I like creativity in RSPS, not just emulation =].
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    Like you said, public progression is low and that's why creativity is low. There aren't a lot of actually competent developers in the rsps realm because there are not a lot of modern resources on how to create competent code. I think a custom server (but not dreamscape level custom) with some nice custom features could really breathe some life in to the general. There are quite a few ideas in my head about how to bring some pep in to OSRS' step, and I have slowly been making progress (on a 634 pvp server though lmao) that I think would set an example of how to fill a sorely needed niche in the pvp server area of things.

    I think one of the biggest things lacking in RSPS in general is balance between systems and unique ideas. These days when I think about unique it's usually something very unsubstantial and lacking the sort of mental impact that good content needs. RSPS has the potential for a lot of variety while also keeping the variety balanced with stuff near it's intended power level, while OSRS' base is much much larger and has to be much more rigid for the level of player retention it has gained over the years. There are many RSPS and there are only a few experimenting and it hurts to see because variety is the name of the game. I think it's perfectly okay to draw inspiration from OSRS but you need to add your own flavor to it or it will become indistinguishable from all of the other OSRS emulation servers. More developers need to study the concept of horizontal progression vs vertical progression and try to create a game with a good hybrid. The diablo series of games are actually an extremely good example of a well thought out progression system and I've been wanting to see something even remotely similar put in to the community.
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  4. #23  
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    I think the barrier to entry has definitely increased as player base has shrunk and people are fighting harder with non-dev resources to compete for that base.

    Currently in the planning stage with a new project that has creative and unique ideas, but even with a good engineering plan it feels like solid dev and community engagement alone is going to be nowhere near enough. Been thinking about making a thread just for this point with a checklist of pre-release items because mine has gotten so long. Several years ago, you could throw up an advertisement thread, invite a few friends, and have your players vote; that was enough to start growing if you had a solid server. Now, it seems that you have to invest significant time/resources into marketing graphics, youtubers, discord managers, etc. The OSRS demand is also off-putting for people who want to build a server off an unmodified 503+ cache. I have no interest in bringing a blowpipe or serpentine into a 592 server, but my players would probably want them. If the goal were maximizing profit like it is for a lot of servers, those items would be there regardless of how it changes dynamics.

    The idea of "build it and they will come" is definitely less promising in 2021 which probably discourages a few people from challenging the status quo
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