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Why no one is designing a Metin2 PServer like this!?!?!?


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Hey everyone,
I’m writing this post to share with the Metin2 community a thought I’ve been holding onto for over two years.
It’s a concept for a private server I’ve always dreamed of creating but fate had other plans. Four years ago, I started learning programming just to bring this project to life, but life pulled me in another direction… I ended up becoming a Web Developer and haven’t touched C++ since.

That said, today I want to share this concept with you, because I would genuinely love to play on a private server built this way.

I’ve always found the gameplay of modern PServers and even old-school Metin2 too bland. The trend is to offer a chill experience where progress comes only from the time you spend farming, with little to no real engagement.
Maybe that’s what the community wants a relaxing game where you progress based on how many hours you invest but I’ve always wanted something more dynamic and intense.

PvE has always felt boring to me, and the same goes for PvP. Let’s be honest: barely anyone actually does PvP.
And what’s the point of designing a server where PvP only happens in the endgame? You grind for a month just to duel or organize guild wars… it loses all meaning. What’s the payoff? None.

That’s where my idea comes in: why not make PvE and PvP interactive and intertwined right from level 1?

Here’s a list of ideas I wrote down some time ago:

Contested farming: make exp/item farming more competitive, with limited resources located in conflict zones.
(I thought about a system where all players are free by default anyone can attack anyone except their own group or guild members. Or maybe a hybrid approach, with safe zones and PvP zones.)

Conquest-based farming: beyond traditional farming (killing monsters and metin stones), introduce territorial conquest mechanics. Imagine guilds capturing limited areas that generate passive income, which can be contested by other guilds creating real, meaningful PvP battles for control.

Character-based progression: tie character growth to the player level rather than equipment, making gear more of a secondary bonus. With this, add a hardcore twist: when a player dies in a PvP zone, they drop their entire inventory.
It may sound extreme, but this kind of PvP brings real tension, risk, and adrenaline — every fight matters.
(A less painfull concept would let drop jus the inventory and not the equipment.. so you can go back to fight without rearrange the equipment to be ready)

Remove anti-stun in PvP: please. Every serious PvP game includes control mechanics why remove them here?

To sum up, I believe both PvE and PvP have lost much of their original value in today’s gameplay.
With ideas like these or others inspired by them we could truly give Metin2 a second life.

This was the private server I always wanted to create.
Today I’m sharing this concept with the community to see if others feel the same way… and maybe, just maybe, to find someone who believes in this vision as much as I do someone willing to help make it real.

Edited by Alessio
  • Love 1
  • Active+ Member

tbh spending your time on stuff like this is just a waste. almost all m2 servers are made just to make money and most players(at least tr players) only play to earn through rmt now. the number of people who actually play for fun is probably like less than 10%

so because of that, instead of creating something cool, people just copy concepts from games that already made it big numbers. so even if you come up with a flawless and creative idea, without a serious marketing budget to promote it (and if you had that, you wouldn’t even need to mess with a new concept), hardly anyone will play it. and without players or even with small player base, the game will end up dying pretty quickly

anyway, cool ideas but there is no real benefit unless you solve m2's core problems first

  • Good 2
On 11/1/2025 at 2:01 PM, Alessio said:

Hey everyone,
I’m writing this post to share with the Metin2 community a thought I’ve been holding onto for over two years.
It’s a concept for a private server I’ve always dreamed of creating but fate had other plans. Four years ago, I started learning programming just to bring this project to life, but life pulled me in another direction… I ended up becoming a Web Developer and haven’t touched C++ since.

That said, today I want to share this concept with you, because I would genuinely love to play on a private server built this way.

I’ve always found the gameplay of modern PServers and even old-school Metin2 too bland. The trend is to offer a chill experience where progress comes only from the time you spend farming, with little to no real engagement.
Maybe that’s what the community wants a relaxing game where you progress based on how many hours you invest but I’ve always wanted something more dynamic and intense.

PvE has always felt boring to me, and the same goes for PvP. Let’s be honest: barely anyone actually does PvP.
And what’s the point of designing a server where PvP only happens in the endgame? You grind for a month just to duel or organize guild wars… it loses all meaning. What’s the payoff? None.

That’s where my idea comes in: why not make PvE and PvP interactive and intertwined right from level 1?

Here’s a list of ideas I wrote down some time ago:

Contested farming: make exp/item farming more competitive, with limited resources located in conflict zones.
(I thought about a system where all players are free by default anyone can attack anyone except their own group or guild members. Or maybe a hybrid approach, with safe zones and PvP zones.)

Conquest-based farming: beyond traditional farming (killing monsters and metin stones), introduce territorial conquest mechanics. Imagine guilds capturing limited areas that generate passive income, which can be contested by other guilds creating real, meaningful PvP battles for control.

Character-based progression: tie character growth to the player level rather than equipment, making gear more of a secondary bonus. With this, add a hardcore twist: when a player dies in a PvP zone, they drop their entire inventory.
It may sound extreme, but this kind of PvP brings real tension, risk, and adrenaline — every fight matters.
(A less painfull concept would let drop jus the inventory and not the equipment.. so you can go back to fight without rearrange the equipment to be ready)

Remove anti-stun in PvP: please. Every serious PvP game includes control mechanics why remove them here?

To sum up, I believe both PvE and PvP have lost much of their original value in today’s gameplay.
With ideas like these or others inspired by them we could truly give Metin2 a second life.

This was the private server I always wanted to create.
Today I’m sharing this concept with the community to see if others feel the same way… and maybe, just maybe, to find someone who believes in this vision as much as I do someone willing to help make it real.

Basically I think you're right even though I don't agree with every single idea, the problems you highlighted are real.
And the reason servers like this don't exist is simple: not everyone can build them.

As time goes on Metin2 servers cost more and more to produce. Which means founders today are often older people with established businesses who come back to Metin where they played as kids to launch projects that cost twenty thirty or forty thousand euros.

And most of them do not even care about how the game should be. They are not the ones designing it. They hand gameplay direction to some random player currently grinding on Elveron or another server and that person will build the design by copying whatever game he is currently playing.

The ones who are actually part of the scene like many users on this forum either have zero creativity they change mobs on maps and suddenly claim they are not running a retro server anymore but a standalone game ready for Steam or they cling to middle and old style servers with the excuse new servers do not work as if they had ever seriously tried.

About your concept you have some interesting foundations but you would need another twenty to thirty pages to cover every system without breaking anything. That is where the real challenge is.

For example you cannot simply re enable stun without rebuilding the entire PVP system.
In the games you referenced there are no one versus one duels where a stun guarantees victory on the next skill but in Metin2 that is exactly what would happen.

One last piece of advice
If you really want to build something in Metin do not stay around this forum.

It is mostly populated by people who do not understand Metin2 at all.
They only talk about code code that matters only to them not to the players.
They flex about how their new Cube Renewal version is so advanced because it uses JSON instead of hardcoding while having zero clue about why a crafting system exists in a game in the first place.

So the point is
you are in the worst possible place for this topic.
The moment you talk about game design here people show up not to help you but to explain how things really work not for you but to show everyone else how deep they are in the system.

Which is exactly what I am doing right now to be fair.

  • Good 4

Thx for you deep thought.. Yes i agree, many ideas i proposed are kinda borderline and maybe not worth it.. but as you mentioned the core of the message is that the PVP system is unbalanced, unfun and very empty. To me it feels like to play a Single player RPG with Marketplace, where i progress my character just to show off with others.

Talking about solutions, i thought in the past days, that a very small solution that would highly increase the PVP quality would be this:

Removing the Mono sets (Sets that gives you advantage against a specific class)
And merge PVM and PVP sets into a single set.

Many people said to me, that this would be a business killer.. but in my opinion there would be many other ways to earn money from players, making 10 different sets for every specific thing is not the only one.

Also, someone said to me.. You can't really combine both sets, because the PVP and PVM sets also depends by the random bonuses you put into that (talking about the 5 extra bonuses)

So, i thought. 1 set for every stage of the game, like lv50, lv80, lv100 etc.. as many as you want..
Every set contains the bonuses to be able to farm that PVE map inside the built in bonuses.. and you allow the random bonuses to only be PVP bonuses..

By removing Mono sets and merging PVP and PVE sets, you would fix these core problems in PVP:

1. The fact that inside a PVE map, someone can just swap to a PVP set and one shot you.. so, at this point you have to decide.. do i keep farming? or do i put on my PVP set? (Boring af) while with a single set i can farm while beating someone ass up.
2. The massive PVP becomes more interesting, since there would be no one that one shot you just because he used a mono set that gives +50% dmg to shaman or something  like that.. idk but to me it sound so unbalanced, isn't it obvious?

Just throwing my thoughts out to compare my idead with other people..

Respongind to the fact that you said, people don't build M2 servers for what it would be nice to be, but based on how much money they can do... I genuinely think that by improving the PVP system with easy adjustments like this, people can also improve their incoming.. because you're offering a much better experience that in my opinion is gonna bring so many players to you. (Me included)
P.S. My english is kinda bad, i'm not referring to you personally, when i say you i mean the hypothetical person that would do this xD

  • Active+ Member
On 11/1/2025 at 3:01 PM, Alessio said:

Hey everyone,
I’m writing this post to share with the Metin2 community a thought I’ve been holding onto for over two years.
It’s a concept for a private server I’ve always dreamed of creating but fate had other plans. Four years ago, I started learning programming just to bring this project to life, but life pulled me in another direction… I ended up becoming a Web Developer and haven’t touched C++ since.

That said, today I want to share this concept with you, because I would genuinely love to play on a private server built this way.

I’ve always found the gameplay of modern PServers and even old-school Metin2 too bland. The trend is to offer a chill experience where progress comes only from the time you spend farming, with little to no real engagement.
Maybe that’s what the community wants a relaxing game where you progress based on how many hours you invest but I’ve always wanted something more dynamic and intense.

PvE has always felt boring to me, and the same goes for PvP. Let’s be honest: barely anyone actually does PvP.
And what’s the point of designing a server where PvP only happens in the endgame? You grind for a month just to duel or organize guild wars… it loses all meaning. What’s the payoff? None.

That’s where my idea comes in: why not make PvE and PvP interactive and intertwined right from level 1?

Here’s a list of ideas I wrote down some time ago:

Contested farming: make exp/item farming more competitive, with limited resources located in conflict zones.
(I thought about a system where all players are free by default anyone can attack anyone except their own group or guild members. Or maybe a hybrid approach, with safe zones and PvP zones.)

Conquest-based farming: beyond traditional farming (killing monsters and metin stones), introduce territorial conquest mechanics. Imagine guilds capturing limited areas that generate passive income, which can be contested by other guilds creating real, meaningful PvP battles for control.

Character-based progression: tie character growth to the player level rather than equipment, making gear more of a secondary bonus. With this, add a hardcore twist: when a player dies in a PvP zone, they drop their entire inventory.
It may sound extreme, but this kind of PvP brings real tension, risk, and adrenaline — every fight matters.
(A less painfull concept would let drop jus the inventory and not the equipment.. so you can go back to fight without rearrange the equipment to be ready)

Remove anti-stun in PvP: please. Every serious PvP game includes control mechanics why remove them here?

To sum up, I believe both PvE and PvP have lost much of their original value in today’s gameplay.
With ideas like these or others inspired by them we could truly give Metin2 a second life.

This was the private server I always wanted to create.
Today I’m sharing this concept with the community to see if others feel the same way… and maybe, just maybe, to find someone who believes in this vision as much as I do someone willing to help make it real.

I'm gonna be honest here I wouldn't adopt all of those ideas but some of them are next level shit! Something different than all those copy pastes out there. Some of your ideas may require practical explanation and additional considerations for me to understand and maybe find sense in them but honestly, reading your post gave me a bunch of ideas and a whole entire concept of what's possible with development.

Some time ago I even thought about my own "custom event" but due to lack of time and development challenges I haven't yet solved I didn't pursue it yet. I believe if we could find a way to develop this kind of gameplay and especially if we combine it with my secret event idea it's gonna explode (with the right marketing), as long as we can find the silver lining between everyone in the server being able to kick the s* out of eachother while farming and at the same time have a chance against the server's top (the ones that just kill without breaking a sweat and keep on doing their thing). If we can develop a gameplay like that it would be next level! Appreciate your sharing of thoughts!

I didn't read the entire thing but short answer is - is not worth it. For either "devs" or players. No one plays metin 4fun anymore. If your server doesn't have a content that people can RMT from in a reliable way you already losing a huge chunk of player market. And people don't want new stuff. They want DSS or some other crap that they can farm for RMT. Is simple as. If you want server like this, pay someone to make it for you if you have money and then you can launch it yourself and take the risks of it being a total waste of time and flop. 

  • Good 1

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