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If you think of the headcount for "private servers", and assume 0 overlap, then private servers tend to have in worst case, 1 staff member per 100 players. Can
by Macha 4y ago
If you think of the headcount for "private servers", and assume 0 overlap, then private servers tend to have in worst case, 1 staff member per 100 players. Can you imagine any large developer employing a team 1% of the size of their playerbase for community moderation? Wouldn't happen. More likely they have like 10 support people and 3 devs on their anti-cheat team for their million player game, so they need to rely on their technical measures and stick their fingers in their ears as to the existence of false positives and the inevitable loss of that cat and mouse game in long running titles.
- baud147258 4y agoI think what the parent meant by dedicated servers is letting the players runs the game servers on their own computers and then letting those players manage the servers they have created, so the game dev wouldn't have to do the moderation there. That would also solve the issue of the game dev pulling the plug on the multiplayer mode a few years after release...
- seanw444 4y agoHonestly every game I've ever played with community-run servers has been way better than games with only company-run ones.