Author Topic: why large blockland servers suck  (Read 2929 times)

so ive basically been playing blockland forever (like 2 years lmao) and i've learned 2 things in that time. 1. its not gmod 2. bigass servers loving suck
now you may say "wow limerick what brought you to that assumption i thought this game was gmod  also why do bigass servers suck dude" well dont worry because im gonna go deep. really deep. except about that gmod part lmao

playerbase/count
i've decided to kickoff with an issue with blockland in general because 'i've decided to kickoff with an issue with blockland in general' is a really good transition so suck that friend
im gonna use your average cityrpg because it is as close to darkrp as possible without directly copying it and also because most players are familiar with it
so the question becomes "alright limerick whats the big issue with the player base" well its that its damn to small

lets take this incredibly simplified version of an average cityrpg map for example, you have your roads, spawns, banks, rdmers and stuff bases, its also really loving big. the issue with this is that you have all this space that barely any people can use because your gonna be getting an average of 20 players on a cityrpg so there's gonna be a bunch of pits to admin calls because you accidentally drove your stolen car into a pit you cant get out of. but thats an issue with cityrpg itself; a bigger issue is that there's one of two possibilities

or, if your especially unlucky

either way it makes the game feel dead as stuff because nobody is on the server
comparing this to gmod (yea yea <b-but blockland is gmod!!!! ) darkrp servers have a bunch of people on them meaning that people will base or walk around meaning you'll see more people and the server will still feel lively because you have a good 40-100 people on a map built for 40-100 people. this is compared to cityrpg which has 13 people built on a map for 40 people. you cant have an enjoyable large server if there's nothing to do because there's noone to do anything with.

nothing to do
you'll usually notice that most large servers arent games which your always taking action like tdm's. this is because a tdm with a large map would usually have 'downtimes' where the enemy team is running over to the home teams base as the home team shoos them off. instead of seperating the action, deathmatch maps are compact and simple so players are always rushing the objective for fast, fun gameplay.
but not large servers.
lets take another example; the most popular medieval roleplay; the map on that is huge, and there's a bunch of stuff to explore. but theres not much you can do other than explore, and that loses its merits after a while. without anything to do in these massive servers thats really entertaining or interesting people just stick to the areas with a bit of captivating content or players (ex: aedwin) and therefore a massive chunk of the map on the medieval roleplay is left unexplored and the only places people go is through the mountains to get to hallenguard and aedwin. i also personally go to the waterfall a bunch. this is also applicable to cityrpgs, if you dont have the money to start building a shop or just dont wont to, your not given much in the way of options other than to go to the area with a bunch of players so you can actually do something.

conclusion
in the end if you enjoy or dont enjoy these kinds of servers then whatever you do you but i thought i'd get my opinions out there. thanks amigos


So basically what you're saying is that you have a short attention span and can't enjoy anything that doesn't constantly have something going on.

So basically what you're saying is that you have a short attention span and can't enjoy anything that doesn't constantly have something going on.
truly only the most intelligent can enjoy the subtle nuances of walking for 5 minutes before anything happens

sorry for my stuffty grammar ill try to fix it up because its glaringly obvious

I think you've just been playing on stuff servers. There have been some really good servers that make use of huge maps, such as heedicalking's tdms or gravity cat's old servers.

I think you've just been playing on stuff servers. There have been some really good servers that make use of huge maps, such as heedicalking's tdms or gravity cat's old servers.
heedicalkings tdms are good because he gets a stuffload of players for a map built for a stuffload of players. i wouldnt know about gravity cats servers though

I think you've just been playing on stuff servers. There have been some really good servers that make use of huge maps, such as heedicalking's tdms or gravity cat's old servers.
I'd think he means more recent servers. I haven't seen Heed host a tdm in a while and Gcat has been gone for years. He's not wrong, either. Most servers that have really big maps either spread their players thin or render the majority of map useless cause there's nothing to do.

I'd think he means more recent servers. I haven't seen Heed host a tdm in a while and Gcat has been gone for years. He's not wrong, either. Most servers that have really big maps either spread their players thin or render the majority of map useless cause there's nothing to do.
yeah that's why I said they were stuff servers. can't really do anything about it other than wait for a good one or make one yourself

Short spawns are killing the medieval rp

For RP servers having a map that's too large can be problematic. One of the few RP servers which were fun despite the size of the build were Knaz' BluZone RPs (the one with lots of wilderness) and Theportalmaster's Winterbite (the 1st chapter). Because of the constant threat of zombies you were always on the edge in the wild, which added some tension.

In CityRPs the size can be problematic for two reasons:

1. Overly large maps have huge gaps of unfilled lots initially. This is problematic as it causes you to end up in holes way too many times. Most of the time you cannot get out from the holes other than suiciding, making you lose money and items. Eventually, the lots may get filled, but that causes a massive increase in bricks, rendering the server unplayable for people with low-end computers.

2. Overly large maps ruin the immersion. Most CityRP servers are aiming for a big city theme, but the lack of population kinda ruins it. Most of the time the servers feel like wandering in a strangely pristine apocalyptic wasteland, instead of a large bustling city.

The latter could be rectified by adding bots, but you'd need way more bots than what the maximum limit allows to make it plausible.


im not sure why people liked heeds tdms so much since they were often just constant backcaps and walking

im not sure why people liked heeds tdms so much since they were often just constant backcaps and walking
you know now that i actually think about it really wasnt all that fun. i think it was just the awe of so many players being on one server at the time or something silly like that

you know now that i actually think about it really wasnt all that fun. i think it was just the awe of so many players being on one server at the time or something silly like that
my favorite part of the bigass bows vs guns thing was how the team that capped all the control points would often lose the game because a guy could just walk past all of them into their empty home base and grab the flag and run

my favorite part of the bigass bows vs guns thing was how the team that capped all the control points would often lose the game because a guy could just walk past all of them into their empty home base and grab the flag and run
Yeah, the only use of the capture points was providing a launching point for grabbing the flag or spawning there to intercept the flag carrier. Both of which were meaningless if the flag carrier was good.

Edit: come to think of it, the entire TDM was pretty much determined by one guy grabbing a flag. Little teamwork required.