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Co-op with friends or public server: how to choose

Before server size comes a decision of kind: playing among yourselves, or opening the door. The two need neither the same resource nor the same work.

2 min read

“How many slots do I need?” is almost always the wrong first question. Before size comes a decision of kind: are you playing among yourselves, or opening the door to strangers? The two need neither the same resource nor the same work.

The closed co-op server

A stable group, a whitelist, a world you keep alive. The population is low and predictable, but the world ages: builds, machines, explored areas, inventories. The load comes from the state of the world far more than from the number of players, and heavy mods are the rule rather than the exception.

What to watch

  • Memory, which climbs with the age of the world and the weight of the modpack.
  • Backups, because hundreds of shared play hours are at stake.
  • Restarts after every mod update, which should be tested before being announced to the group.

The public server

Open, listed, played by people you do not know. The population swings hard with the hour and the day: a Saturday evening peak has nothing to do with a Tuesday afternoon. The load comes from simultaneous players, from the entities they create and from the plugins that keep them in check.

What to watch

  • The processor at peak hours, not the weekly average.
  • Moderation and permissions, which become a job of their own as soon as the server fills up.
  • Administration, protection and anti-cheat plugins, which consume resource too.

Three questions to decide

  • How many people connect at the same time on a normal evening? That is the only number that counts.
  • Are you ready to moderate? An unmoderated public server empties faster than it filled.
  • Should the world last for months, or reset regularly? Persistence changes the backup strategy as much as the resource.

Going from one to the other

Many servers start as closed co-op and later open up. That is the right order: the load of a co-op server is predictable, it can be measured, and you move up a plan with real numbers in hand. The reverse — open first, size later — is paid for in instability at the exact moment players arrive, which is the one moment you cannot afford it.

In both cases the next step is the same: start from the number of genuinely simultaneous players, then read the plans for the game you have in mind. A slot count advertised elsewhere is a limit, never a promise of comfort.

Put it into practice

Find the server that fits your group

Every game has its page, its plans and its VAT-included price. Choose by how many people actually play.

See available games

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