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Our server capped when .9 dropped and now we have less than 10 playing at different times on a regular basis and it is that way with every update.
There's not much to do pve content wise atm unless you create events and award prizes on your own!
There are many different reasons why the number of players varies. As CrankyOldMan already said well, after patches e.g. Higher player numbers active while longer after the patch the player numbers return to a more calm level. Sales can also increase player numbers sooner or later.
Making a server attractive is another task that you can undertake to freshen things up a bit.
Conquering the fortress or other events on offer can certainly provide variety here, as can many other things such as treasure hunts or a self-written "quest".
Work with your fellow players and talk to them about which events they would like and which activities might need a change, etc. This will help you achieve the most in the end.
As for gold:
In PvE there are basically only a few dangers that make it necessary to spend gold for shelter respawn. Player vs Environment is quite one-sided as there are no raids or theft events in general.
Accordingly, especially with higher loot settings, even if they only occur periodically, very large amounts of material can be accumulated and the lack of raids means that it is fundamentally unstoppable.
Although you can counteract this by increasing costs, this only has a limited effect because the amount of danger is unbalanced by the PvE itself.
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In conclusion, as I said, there is no guarantee that players will play consistently. There could be other interests for the period, waiting for a patch or completely different reasons. This is something that you just have to take a little bit of consideration into. :)
For PVE servers with an abundance of gold bars or funds, how to consume them is crucial. My servers will have many activities, such as triathlons, defeating Gundam, treasure hunting, and more. However, for players who have "countless gold bars" and have supported the servers for many years, it becomes meaningless. So, here are some ideas on how to "consume" more gold bars in PVE:
1.Slot machines or card games can be a good way, with server administrators having control over the winning probabilities.
2.You can have the authority to disable certain items, making them not appear on the server unless acquired through commands. For example, items like "Phoenix Potion" or "MRE" could only be obtained through special events or activities.
3.Make vehicles harder to maintain! There are too many vehicles on servers. They're accumulating endlessly, with cars left stationary like nested dolls (items or food put in a backpack, then into a box, and finally into the car). However, cars don't lose durability if they're not driven. Their maintenance cost is too low. If cars were more costly to maintain, people might have to buy repair kits at a high price, making them harder to use.
4.The "Camouflaged Zombie Clothes" can also be introduced as an easter egg. If these clothes were equipped by zombies, it would indeed impact the server's balance.
To summarize, introducing new items and making existing unique items obtainable only through "rewards" or "gambling" would make them highly valuable. The Phoenix Potion is a good example, but it can still be found in medical cabinets. Perhaps the old safe zones can serve as a "gambling" hub, allowing players to exchange gold coins for lottery events, resulting in unexpected rewards. This could also help alleviate fatigue.
Regarding fatigue, I appreciate the mechanic but believe it needs to be more impactful. There should be levels such as C4, where C1 doesn't affect you much, C2 slightly reduces your maximum stamina, C3 causes you to stumble and move slowly, and C4 renders you unable to move until you recover forcibly. Of course, there should be more reasonable medications to make that red fatigue bar less annoying. For example, energy drinks can temporarily prevent fatigue but once their effect ends, fatigue accumulates more rapidly. This way, the annoying red bar would hardly exist for an extended period. You know, some people are called "OCD"!
Hunting tournaments, use the firing range for snipping contest, fishing tournaments, use the race track for an event, have the players collect puppet eyes or make teeth necklaces and
Offer rewards.
Rewards could be fame points and or cash after a soft wipe to get them rolling again.
We offered in one event a admin auto build of their camp-they dropped the blue prints and we filled them in with god mode.....
I capped every skill in Skyrim and when they released it again I capped legendary.
Years ago I capped every class and every skill in DAOC on a pvp server.
On pvp servers what you collect can be taken from you so the game play there is a loop, where as pve servers will get stale!
In order to form a market, an auction house setch and a trade mechanism between players would need to be implemented.
In order to get players to spend money, building materials and decorations need to be bought from traders or auctioneers.
The same applies to weapons and armor. Weapons and armor need to be rare.
The administrator needs to be given the authority to restrict player crafting, change item performance, change item names, etc.
Even with the above conditions in place, a market of about 60 players is too small; it would need to be over 1,000 to get going.
In other words, in SCUM, I think the effect is low for the high hurdle to form a market among players.
The remaining proposal is for the developer to organize regular events for PvE.
First, this idea should not be a priority until 1.0v, so we cannot expect it; after 1.0v, it is up to Gamepires to get a steady revenue stream from SCUM.
If Gamepires does not receive steady revenue from SCUM, it will not be able to provide for the costs of hosting the event.
At this point, the best course of action seems to be to support the administrators by expanding the privileges of server administrators.
It is realistic to suggest the privileges we would like to see opened up to the administrators.
Sufficient management permissions can remove cars from the map, making it impossible to find Phoenix Pills or even completely eliminating any food. This creates a demand for special items as "rewards."
For instance, cars are excellent "reward" items, especially in PvE. You can earn a car by participating in activities, and they are highly valuable. However, the issue lies in the fact that car maintenance costs are too low. In PvE, cars can almost become "once you have it, you have it all." They can carry a lot of cargo, even serve as a mobile home, but they don't require much cost. Do you understand maintenance costs? They only need a little attention to avoid crashing into trees and refueling...
What if certain car issues could only be repaired at repair shops, and they couldn't be fixed otherwise?
So, there are currently two very serious issues in PvE servers: firstly, there's an accumulation of resources that can't be consumed, leading to a lack of interest in any activity's rewards. Secondly, zombies lack the ability to enter or attack buildings, and they can't modify their defense values. Additionally, there are no challenging bosses and rewards to look forward to (here, I once tried initiating "Kill the Gundam Robot" activities, but what rewards are worth anticipating in a PvE server?). So, if these two issues are resolved, it wouldn't require excessive development to make PvE a lot of fun! Imagine a self-destructing zombie chasing you home and blowing up the house you've painstakingly built...~
They pay for the server costs, fight cheaters, and put in unpaid time to make others happy.
Nevertheless, some of the private server players are rude and swear at the admins.
You admins are great contributors to SCUM.
I hope the developers can see the plight of PVE servers and make some simple adjustments to provide enough space for OPs (server operators) to unlock the potential of private servers. This would make the game more open and diverse. After all, not all players around the world enjoy PVP. Of course, they can choose other games, but many players still love this game; they just don't like the PVP aspect. If there's more room to unleash the potential of this PVE mode, it can at least prevent the loss of PVE players, and that would be perfect.