How do you create a real community?

Nfrance

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So, while scouring the forums for interesting threads and topics I came across the thread "What is "Too Much Grinding?" ". The thread's main focus was the topic of grinding, but an interesting point came up, how do you create an economy and a community that truly works together and thrives together? I've been pondering upon this and I have several ideas about how you could create a good modded server with a good community, but how would you go about creating one?
 
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Strikingwolf

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I saw your post in the thread and I feel like automation isn't particularly bad. However, I think it could work with a mod adding classes such as a tech class with access to certain recipes and a mage class with other recipes. Then when you make certain things classes start to branch out from those(and others for the in-between mods). This way people could automate things, but I couldn't get the thing I needed for a project without getting something made by someone else.

Just my two Bitcoin ;)
 

Beeze23

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As far as the community, hand pick your members rather than just spamming various forums with "join muh server plz" threads, as you're more likely to get like-minded people and fewer griefers (Like premade teams vs PUG's in MMO's). Make sure you're all on the same page with what you expect -- PVP or Co-op, hardcore/normal survival or creative, what mods various people would like to use, what mods they hate, etc.
 

Nfrance

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I'm not specifically creating a server, I just wanted to see people's view on how you would go about creating a good community ^_^
 

Nfrance

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Hahah, its fine. In my own opinion to create a good community you need a good way to semi-gate certain materials and such. So in the BnB pack you have to slowly and progressively upgrade your pick to mine better things, it would be cool if there were a mod that you could do that with weapons, that say until you upgrade this weapon, you won't be able to damage certain mobs. And you would also have to ramp up how dangerous mobs are. So you would need zombies that actually travel in huge hordes (I'm think walking dead huge) and that deal way more damage, while also having a high level of regeneration, and also to add to that give mobs ways to dig into houses and hovels and such. This would/should cause players to want to work together to stay safe. I'm still thinking these ideas through though so that's my ideas for now =P .
 
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YX33A

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Ah, I took the "economy" part and assumed...
Dangerous. One shouldn't assume.

Still, you have it right on the head, although I may add a niche aspect: Hand picking is great, but not always viable. But make a somewhat niche sort of server, hand pick where you show it off for your target audience, and highlight what's going on. A well planned series of steps to prepare, and then you post a server ad/highlight.

For example, sometimes one just has the benefit of having a violent game to work with already, so griefing is just screwing over your team. And since that there is a logical razor for such a thing, it's hard to prove unless the other team really benefits from having you on the side you're on.

EDIT: Tangent unfinished, reloading.....

Okay, so Violent games like TF2 have two main advantages; easy to set up, easy to locate because steam allows for tag searches and we have nothing like that.
A fine example, the "Furry Pound" TF2 servers. Fur Affinities "Official" TF2 servers. Same game, nice randomized maps, voting for game modes and maps at the end of every match, and a option to change sooner then that if enough people want to. Simple, friendly enviroment. And then we beat the living shit out of each other!

Another good example of a good Niche server, again, violent as all hell... A now dead(IIRC) TTT Server that was only niche because one had to install a skin pack before you joined, and it was a Homestuck skin pack. Oh, and because plenty of people had porn sprays of their ships. Because if Homestuck fans are know for anything, it's refusing to leave sinking ships, and of course, shipping their ships so hard even Homestuck fans have issues with it.
 
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ThatOneSlowking

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I saw your post in the thread and I feel like automation isn't particularly bad. However, I think it could work with a mod adding classes such as a tech class with access to certain recipes and a mage class with other recipes. Then when you make certain things classes start to branch out from those(and others for the in-between mods). This way people could automate things, but I couldn't get the thing I needed for a project without getting something made by someone else.

Just my two Bitcoin ;)
That gives me an idea with skill trees where you gain levels by doing certain taks and you can become akin to final fantasy class layouts, spread out, jack of all trades red mage (obviously jack of trades) powerful spellcasters with AM2 depending on affinity determining mage type, technomancers with technomancy, TE, and thaumcraft. Thaumaturge's that are masters of thaumaturgy but straight up spell casting and regular technology are alienis to them (excuse my pun), masters of automation with TE, BC, AE, and LP, manual tekkies with IC2 and hoppers as well as some MFR and TE machines for all the basic stuff, toolmasters with TiC, technological and magical tools to make for others, and of course a giant skill-tree perk-based level-up system based on crafted items, built-in quests, and research done/ spells unlocked.
 
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Nfrance

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That's one main idea I've been thinking about lately, the fact that you can't really make a person not be independent unless they literally incapable of it, or just convenience factor. So a skill tree could work, if there were a mod for it. HQM is the closest thing that I can think of really, being as you can make one thing branch of into another, but it's a very artificial skill tree it feels to me. I know the Modded Factions server have a leveling system in place, so something akin to that could easily work, otherwise going the BnB route and just making it hard to level up your picks and such would be the next best thing.
 

ThatOneSlowking

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That's one main idea I've been thinking about lately, the fact that you can't really make a person not be independent unless they literally incapable of it, or just convenience factor. So a skill tree could work, if there were a mod for it. HQM is the closest thing that I can think of really, being as you can make one thing branch of into another, but it's a very artificial skill tree it feels to me. I know the Modded Factions server have a leveling system in place, so something akin to that could easily work, otherwise going the BnB route and just making it hard to level up your picks and such would be the next best thing.
The thing is, with my idea there would be bands of people all working on their jobs to help eachother, while some overlap (tekkies, technomancers, thaumaturges) and kind of synergize, other have oerfect synergy (masters of automation and tekkies) while a band of 3-5 will work well together, independence is difficult, but may be well worth it.
 

YX33A

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That's one main idea I've been thinking about lately, the fact that you can't really make a person not be independent unless they literally incapable of it, or just convenience factor. So a skill tree could work, if there were a mod for it. HQM is the closest thing that I can think of really, being as you can make one thing branch of into another, but it's a very artificial skill tree it feels to me. I know the Modded Factions server have a leveling system in place, so something akin to that could easily work, otherwise going the BnB route and just making it hard to level up your picks and such would be the next best thing.
The thing is, with my idea there would be bands of people all working on their jobs to help eachother, while some overlap (tekkies, technomancers, thaumaturges) and kind of synergize, other have oerfect synergy (masters of automation and tekkies) while a band of 3-5 will work well together, independence is difficult, but may be well worth it.
The problem with that is communities can only every grow Organically. Force it to occur, and it breaks down when you aren't around. One can find ways between the rules if one can be creative.
Such a system is flawed, and utterly foolish. But, then again, if this is the niche factor, it could work. But people must chose what they want to be before they arrive. They must be utterly willy to stick to their choice, and if they don't, what recompense do they have? You may find that there are 50 people on a server who are in love with Bees, but 1 or 2 who can do them without Extra Bees machines or Gendustry.
 

buggirlexpres

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Well, creating a community starts with creating a map for Modded Minecraft and then calling it FTB. Then profit

And that is a brief history of Time


Sent from my Genetic Lifeform and Disk Operating System using Tapatalk
 
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Strikingwolf

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Well, creating a community starts with creating a map for Modded Minecraft and then calling it FTB. Then profit

And that is a brief history of Time


Sent from my Genetic Lifeform and Disk Operating System using Tapatalk
really...this this gah.
facedesk_gif_by_katetls-d684dcx.gif
 

Azzanine

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It's as simple as time, the right amount of people and a shared objective. Get those things together and you will automagicly have a community.
I do make it sound simpler then it is though, communities form where they need to you can't really force it.
 

ThatOneSlowking

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The problem with that is communities can only every grow Organically. Force it to occur, and it breaks down when you aren't around. One can find ways between the rules if one can be creative.
Such a system is flawed, and utterly foolish. But, then again, if this is the niche factor, it could work. But people must chose what they want to be before they arrive. They must be utterly willy to stick to their choice, and if they don't, what recompense do they have? You may find that there are 50 people on a server who are in love with Bees, but 1 or 2 who can do them without Extra Bees machines or Gendustry.
It depends on the people, and is not properly created and flawed. I am playing 3 instances of Final Fantasy, and a tf2 server where you level up right now. I am currently in one of my RPG Moods that is where i got my idea. But an organic community is correct, forcing it like my idea will not lead to a proper community, but dependencies on eachother that some dislike. It is difficult to make a good community and have it flourish, but some way or another people can make good communities.
 
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YX33A

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It depends on the people, and is not properly created and flawed. I am playing 3 instances of Final Fantasy, and a tf2 server where you level up right now. I am currently in one of my RPG Moods
FF3 is single player, and TF2, as I said, has the innate benefit of being a violent game, and being TF2, a actually team based shooter game, where player responsibility makes or breaks the team. The community in games changes vastly with the games. TF2 is great because if someone says "Go Medic" if you don't see two or three snipers/spies go medic, you defect because it's more fun to be tigerbloodded and winning.
 
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ThatOneSlowking

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FF3 is single player, and TF2, as I said, has the innate benefit of being a violent game, and being TF2, a actually team based shooter game, where player responsibility makes or breaks the team. The community in games changes vastly with the games. TF2 is great because if someone says "Go Medic" if you don't see two or three snipers/spies go medic, you defect because it's more fun to be tigerbloodded and winning.
FF3? I mean i have an emulator of a mod of FF1 on PC, dawn of souls on GBA, and an emulstor running dawn of souls on iPad
Anyway back to the topic, I am bad at community forming ideas, I put thought into them but in the end they are half-baked xD but partially it can be used. My idea with skill trees was to get a limited number of levels and allocate as you wish. There would be perk-trees (similar to skyrim or AM2) where you can unlock ability to use and activate certain machines and constructs or get bonuses, it is a complex system I had in mind where you do not need to be 100% dependent, but independence could end up being foolish at end-game.