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Principles for multiplayer

Open tacotexmex opened this issue 4 years ago • 0 comments

Here are some ideas for the defaults of multiplayer. Defaults are important for the first, out of the box, multiplayer experience (but naturally changable)

Large servers will naturally need their own custom tweaks. My focus here is on new servers initiated by happy non-technical players.

Of course a server for a few friends can always be managed exclusively by the trust of social bonds. However, what we want is for those servers to have a chance to grow and take on more players, for fun and for the expansion of a Crafter server ecosystem. In order to do so we need to develop robust multiplayer mechanisms with sensible defaults that alleviates typical server burdens onto groups of players themselves rather than on one stressed out server owner.

  • servers should encourage somewhat decentralized patterns (group-based spawn points spread throughout the world, group-based voting for internal issues etc etc)
  • as many in-world self-managed mechanisms as possible.
  • servers should be as much controllable by players (and groups and classes of players) as possible

tacotexmex avatar Jul 03 '20 11:07 tacotexmex