Handling a duplication exploit without killing the economy
The first hour decides it. Why publishing the method is the mistake, how to decide about the items, and what to do with the people who used it.
The first hour decides it. Why publishing the method is the mistake, how to decide about the items, and what to do with the people who used it.
Wipe cycle, group cap, rates and raiding rules decide your experience more than the game does. How to read a survival listing, and when to join.
What a claim protects and what it quietly does not, how Towny differs from simple claims, and the six settings that cause every argument.
A tree and forty blocks of dirt became one of the most played formats in multiplayer Minecraft. What servers added, and which Skyblock you are joining.
The largest and hardest section of any server list. What Minecraft server types mean, how to read a listing, and how to pick one that suits you.
Wipe schedules, modded versus vanilla, group limits and population size. The four decisions that determine whether a Rust server suits you.
Choosing a mode is a decision about where there is room, not what you like. How to spot the gaps, and how much moderation each mode quietly costs.
A reset buys back the early game and spends player investment to do it. Which servers survive the trade and which do not.
Every player-driven economy inflates, for a structural reason. The three sinks that actually work, and the inflows that quietly break everything.
Your first ten minutes in Vintage Story are spent hitting a rock with another rock, and if you get the pattern wrong you have wasted the stone.
The first troll that finds your house does not open the door. It swings a tree at the wall, the wall stops being a wall, and then the wooden roof falls in.
The sun will kill you on your first day. Not slowly, not as a warning, and not in the way that games usually mean when they say an environment is hostile.