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Could Someone Give me Advice for Creating a Balanced and Engaging RPG Server?

lizaclarr

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Hello there,

I am working on setting up an RPG server and would love to get some advice from experienced developers and players in the community. My goal is to create a balanced and engaging experience that appeals to both veteran and new players.

So far; I have focused on developing interesting questlines and a dynamic leveling system; but I have been running into some challenges in making sure that the server is not too easy or too difficult. I want players to feel a sense of accomplishment without making the game play grindy or frustrating.

What is the best approach to making combat rewarding without making leveling feel too quick or slow? Are there specific mechanics or formulas that have worked for you in the past?

What kind of quests tend to keep players engaged over time? I am considering a mix of story-driven and repetitive tasks; but I am unsure about the pacing and rewards that would keep players coming back.

Also, I have gone through this post; https://otland.net/threads/how-difficult-is-is-it-to-make-an-ot-server-with-devops-experience.289552/ which definitely helped me out a lot.

Thank you in advance for your help and assistance.
 
In my experience with RPG servers is that people level way too fast and stroll through the content like nothing, IMO the biggest problem with RPG servers is lack of content, I mean you can't just launch a server with 3 cities and a small map and expect players. It needs to be huge and I mean HUGE with loads of questlines/storylines and exciting way to explore. And even with this you would also need a lot of custom features. You could decide that by yourself, that also attracts loads of people. There probably are a few rpg severs online at the moment with zero custom features like "upgrading" "mining" "custom spells". And if I do see that there are none of these in the server im bailing.
 
Like @Mr Geni mentioned, content has to be there. It's important that the people who are hyped to play your server on day one have something to achieve. You don't want the curve to be too slow because people will believe, even if it isn't true, that there isn't much content because they don't experience any signs of it being stuck in one area with nothing new happening. On the other hand, you don't want to be too quick because it makes creating additional content difficult and time-sensitive. Ideally, you want a somewhat quick "tutorial" that explains the core gameplay loop of the server, and a progression that smooths and curves out.

Systems and features need to make sense. So many servers download and implement every system they can get their hands on without giving it a second thought. Does your server really need a rarity system on equipment if the gear has durability? Do you really need to have a crafting system when the server thrives off randomly generated stats? What do the monster levels really do that makes them enjoyable rather than just forgettable additional text?

Additionally, one of Tibia's greatest strengths among all the games I've ever played is its ability to be mysterious. To this day, Serpentine Tower has not been solved and still remains a mystery. You need to nudge players with the idea that there are things to discover, things that can be solved. Being surrounded by the unknown is a great feeling for a player in an RPG, but it needs to be apparent to the players that the world is more than just scenery.

Lastly, this is subjective but I'm absolutely done playing as a Paladin, Knight, Druid, and Sorcerer. They can work thematically, but I don't want to play the same classes with the same abilities. In my opinion, Tibia's biggest weakness is it's class design. There is no differences in how each Paladin plays, Knight's entire skill is standing diagonal and taunting, Druids heal off cooldown, and Sorcerers farm with area abilities and SD for single target damage.
 
Like @Mr Geni mentioned, content has to be there. It's important that the people who are hyped to play your server on day one have something to achieve. You don't want the curve to be too slow because people will believe, even if it isn't true, that there isn't much content because they don't experience any signs of it being stuck in one area with nothing new happening. On the other hand, you don't want to be too quick because it makes creating additional content difficult and time-sensitive. Ideally, you want a somewhat quick "tutorial" that explains the core gameplay loop of the server, and a progression that smooths and curves out.

Systems and features need to make sense. So many servers download and implement every system they can get their hands on without giving it a second thought. Does your server really need a rarity system on equipment if the gear has durability? Do you really need to have a crafting system when the server thrives off randomly generated stats? What do the monster levels really do that makes them enjoyable rather than just forgettable additional text?

Additionally, one of Tibia's greatest strengths among all the games I've ever played is its ability to be mysterious. To this day, Serpentine Tower has not been solved and still remains a mystery. You need to nudge players with the idea that there are things to discover, things that can be solved. Being surrounded by the unknown is a great feeling for a player in an RPG, but it needs to be apparent to the players that the world is more than just scenery.

Lastly, this is subjective but I'm absolutely done playing as a Paladin, Knight, Druid, and Sorcerer. They can work thematically, but I don't want to play the same classes with the same abilities. In my opinion, Tibia's biggest weakness is it's class design. There is no differences in how each Paladin plays, Knight's entire skill is standing diagonal and taunting, Druids heal off cooldown, and Sorcerers farm with area abilities and SD for single target damage.
All of Eiffel's points are so good. Well put, sir!
 
First, what is the purpose of your server? Like, what do you want people to experience in it?
  • Do you want lots of combat? war tactics?
  • Do you want a place where shop people thrive? Crafters and professions?

Then you design your systems around that, and then you play it. Get your friends to play together, make enemy teams and balance it out.
If in the end what you designed is boring... then you rewrite and start again
 
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