------------------------------------------ Lessons From The Crescendo-RO Experience ------------------------------------------ 1) Believe -- It is impossible to do anything without hope. 2) Support -- You're not running *your* server. You're running *our* server -- everyone's including yourself. 3) Maintain -- There are some things that require you to go against your will. Be steadfast and do what's truly right. Not what *you* think is right. 4) Outline -- Ideas and plans must be kept and scheduled properly. Without regular continuity, any bumps or changes in weather will be noticed. Crescendo Maintained An Organized Development Unlike Any Other. It Comprised Of Several Development Servers Arranged In A "Clover" Setup: * Client-Side Check-In, SQL Development, Cake (GM Test Server), And SQL Development -- Where Update Work Was Completed And Maintained. * Web/SVN/Client Quarantine Development -- Where The Main Server Pulled All Updates From And All Updates Were Checked In. * Database Backup And Archival Server - Daily Backups Were Kept Here. I'm Still Proud To Say Every Day Is Properly Accounted For. * Public Web Server (www.crescendo-ro.com) Based On A Dynamic DNS System For Faster Fixes (This Was The Eventual Work-Around For The Website Downtime). * Public Game Server Also Based On A Dynamic DNS System (Planned To Cycle Every So Often To Deter Bots -- Many Do Know The Client Prevented Easy Access To Sensitive Information And Our IP Was Non-Reversable Through Normal Methods. We Didn't Use eAthena/Freya SVNs And Update That Way. All eAthena/Freya Updates Were Filtered Through Crescendo's Servers And DIFF'ed To Ensure Proper Operation And Notice. From There, The Conf/DB/NPCs Were SVN Updated Core Server-Side. The Executables (Login/Char/Map Accent, Char/Map Dynamic) Were Modified And Compiled At 23:55 (@Time) Tuesday Night. Originally Events Were Largely Planned In Advance (Hence Why Our Quests And Events Were More Detailed Than Most -- Save The Kafra, Rescue Reindeer, Morroc Invasion, Protect The V.I.P., Christmas Gift Swap, And Further). However, as already mentioned, maintain continuity. Increase frequency. Reward properly. Be professional. You aren't a child operating a server. You are a GM. 5) Display -- Our Major Shortcoming. Our websites were never completed. We had many designs over the life of the server but sadly only two were made public. The Plan? * One-Stop Resource For Our Players (And As Advertisement Purposes) -- Including Database, Quest Details, Calculators, And General Information. * In-Game And Out-Of-Game Resource -- Including Functional Guild, Player, Zeny, MVP, and Event Ladders. Via NPC And Via Website. * Shopping Resource -- We could have had the Vending Price Guide based upon the Vend Log database as was planned. As inaccurate as it could be, it could still give a general idea. * Calendar Of Events -- Gave proper planning to take part in major events. * Law Enforcement -- Clear details and punishments on major aspects of the game that were abused. No need for questioning. * Accessibility -- Client downloads (Primarily Sakray) and up-to-date manual patch downloads. * Bug Reporting -- We were eventually supposed to merge MANTIS Bug Tracking into our site design. This would have allowed us better control over support tickets. * Fun -- Oekaki, Gallery (for screenshots and other), Torrent Tracker for other Major Downloads, Side-Games, Chat, and yes, of course, Forums. 6) Staff -- We originally didn't have issues with staff primarily because no one knew our staff. It was later decided to try to revert to this method with the hiring of Reiya, Dredd, and further. However, it was impossible when rumours still existed unnecessarily. No one could get it through their head from other servers that our staff was meant to do their job -- this was their public relation -- not flirting. 7) Advertising -- Being a great server can be all the advertising you could want, but more could be done from spreading the word with videos on YouTube, exciting vote sites, and as stated above, being a primary hub for more than just people on your server. 8) Expenses -- This Isn't A Factor For Hopes And Dreams. An Excellent RO Server *CAN* Cost Less Than $100/Month These Days (Especially When We Were Running 2 Servers On One..). Note Below (The Server *WAS* Upgraded But This Was Not Reflected Properly) -- Note: This Is Excluding Website/Domain Name/Vote Banner/Forum Software Expenses -- And yes, Ad Revenue was non-existent past July 2006: 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-23 (10/17/07 - Open) $139.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-22 (9/17/07 - 10/17/07) $139.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-21 (8/17/07 - 9/17/07) $139.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-20 (7/17/07 - 8/17/07) $130.27 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-19 (6/17/07 - 7/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-18 (5/17/07 - 6/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-17 (4/17/07 - 5/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-16 (3/17/07 - 4/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-15 (2/17/07 - 3/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-14 (1/17/07 - 2/17/07) $114.95 2x2.0 Xeon/1gigDDR/1x36 gig/1000gig #17170-13 (12/17/06 - 1/17/07) $114.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-12 (11/17/06 - 12/17/06) ($19.81) 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-11 (11/17/06 - 11/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-10 (10/17/06 - 11/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-9 (9/17/06 - 10/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-8 (8/17/06 - 9/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-7 (7/17/06 - 8/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-6 (6/17/06 - 7/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-5 (5/17/06 - 6/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig #17170-4 (4/17/06 - 5/17/06) $134.95 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig/DirectAdmin #17170-3 (4/14/06 - 4/17/06) $0.00 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig/DirectAdmin #17170-2 (3/17/06 - 4/14/06) $0.00 2x2.0 Xeon/2gigDDR/1x36 gig/1000gig/DirectAdmin #17170-1 (3/17/06 - 3/17/06) $149.95 9) Longevity -- Your server isn't to be short-lived. That isn't the life of an MMORPG server. Even though this part is true, your players may never understand this perspective when they see so many options around them -- what makes your server the "one"? This cannot be attained from an initial launch (our mistake) without proper footing beforehand -- hence why Crescendo's possibility was impossible -- no one could believe in its truth blindly. This, of course, wasn't their mistake, but rather, natural. 10) Understanding -- If you take up the task of creating a world for people to live in, keep this thought in mind: you *ARE* playing "God" in a way. Do understand the feeling of omnipotence but you must be able to control it properly. Understand the lack of belief that you will not be able to control. Be strong. This Aspect Contains Several Key Roles: * Development -- Know your server. Database Entry In MySQL, Programming In C, eA-Script Language, Client Modification and Manipulation (GRF/HEX Executable), Patcher Framework, Artwork And Design, and Network/Hardware Load Balancing. Know what the server needs to sustain itself, whether it be backups, more raw processing power, or a fatter bandwidth pipe with a centralized, stable location (which is quite impossible for a global server). * Economics -- Understand supply and demand. You can't just say "This item is too common so let's change its stats" or "There's too much zeny so lets wipe it all out". Player knowledge and thoughts are key to this. Hence the next key role.. * Psychology -- Without understanding how your players feel, you'll never understand how the server's doing. Take the time to get in their shoes and walk around a bit. Be a player every so often. Chat with your players. Dive into their minds. Make assessments based upon your data. * Politics And Drama -- No matter what, be diplomatic. You're not here to make enemies. * Availability -- You must be available as often as possible or have other people available to fill your role. This was my mistake in creating more of a dependency on me -- which established more security but decreased GM purpose -- failure on my behalf. We had developed this server from the ground up. It took us less than two weeks to complete the original framework. However, we were in for more than we bargained for without the experience gained from this chance. Hopefully there will be another server to carry on with this experiment -- and succeed. Whereas we had thought we were prepared from running past communities (we had both had a hand in the earlier IRC communities from 1996 among the earlier IRC servers: Efnet, Dalnet, and Undernet) and operating services (I had once run a quite large website named Tango's Mega Man Super Store back in 1996-1998), taking on the task of running an entire world that people depended on is a much larger task without more preparation. Hayami and I have learned from this experience and are now applying it to our jobs in a much larger corporation. Hopefully others can learn from our experience and create a real "Utopia".