I think what alot of server makers are doing wrong, is failing to make a strong foundation for their server.
For example, what constitutes a good foundation? Items/Levelling spots/bosses.
I've been on a few servers where noob bosses dropped items for much higher levels.
that undermines your server there and then. People want to feel a sense of excitement, a rush of adrenaline when they find their first rare. Where's the excitement of getting an item to find out noobs are able to kill a boss and get the same thing? - at good odds too!
Levelling spots are the worst way to kill a server. When is all said and done, the levelling spots are key to a server's survival. Keeping the game playable needs a fair amount of levelling places, various exp ranges and semi-hard random mobs to keep you on your toes.
Bosses. There's a very good selection of bosses in the mob files. So you shouldn't have any problems keeping the server enjoyable for all. However, if you plan on having a high statewise server, then compensate by increasing the mob stats on your server.
We all want to get to that point where we become very strong and the mobs die much easier, but too quick, too soon and we get bored very easily, because there's no feeling of it being earned.
I found that if I left the old levelling spots mir has and just upped exp a little bit, I had it pretty much covered. I could then at my own liking just add different places, making sure I took note of other places - remember! having places that undermine each other,be it thru being too easy and giving better exp than say ztkr is just a piss take and people won't bother hunting there.
Good combo I found is having a place which is great exp only it hurts like crazy but having the mobs at a lower level so by the time people reach a certain level and the mobs aren't as hard as they once were - you don't get the same exp
Good little tip: Don't allow KR teleports! This type of action makes people lazy and not need recallsets/telering. Laziness leads to being bored!
If you have to have KR teleports then Death server had a system that certain mobs dropped KR teleports but they dropped way too easily... So my suggestion is have them at low odds of dropping
Paras/clears/teles should be rare. What I mean by rare? well remember easter event on euro? that's not the way to do it!
I dunno take euro as an example, EC, ZT used to drop para (not played in a while so might be different now) even at say 1/1000 odds the paras still managed to circle the server
now be it there was around 500+ on that server on peak times and they had odds like that! so imagine a server with max 80 players and bosses spawning every 30 mins...wouldn't you say that's horrible odds and the server is going to be flooded with rares
nice thing would be to keep mir bosses dropping mir items only. and then the new places dropping the new stuff
I've played numerous servers over the years and I've come acustomed to server styles.
but it was these types of styles that kept me coming back for more.
I hope you don't take this post as a ' You should do this or face a **** server ' type post.
I only wanted to share my points and hope that it helps someone maybe just a little bit of it into creating a much better server that I and others will enjoy.
Peace
- Ele