MostAwesomeDude/bravo — comment on commit 93f7546f04d6d864eee4fa6234885be935be30f8
File: README.rst line 10
By rndbit:

Let me speak my mind. First of all a little of my background - for years i was involved with emulated (and not) private lineage2 servers. I am a guy who knows his way around servers so to speak. My and my friend's last effort to do something reasonable in that field was DDoSed out of life so we are looking for new target to focus on. Minecraft is perfect target since its idea is actually very.. Can i say.. Creativity-boosting?

We are server-running/feature-coding kind. And we were looking into minecraft server side. Well.. Original server as you may know sucks ballz. Should i go on why? Ofc not.. Bravo so far looked most appealing because of several things:
1) it has rich feature set
2) its written in python (yeah, i see it as a huge plus)
3) its opensource (creativyty++)

However what pushed me back on and on:
1) lack of a way to reasonably communicate with community. irc is often silent (not that i blame anyone for that), but mailing lists tend to be too spammy for that so i just ignore them. forum is more now-days solution, not that intrusive as mailing list and in general more pleasant to use. but i guess its just my opinion.
2) not running on pypy. im aware of numpy on pypy situation.. and its just sad, because pypy seems to be only reasonable way to run Bravo. we personally would aim for server with many players, 40 players is boring. 400 players is something, but ideally we would want to run server with 1000-2000 players online, now thats not for cpython to handle..
3) Bravo out of the box seems to have some weird issues. Latest was terrain not updating under my feet, or somewhere near. chunks would just not get sent to client. idk what that should be blamed on.
4) world generators are more or less just boring. i know your opinion about notchy worlds, but they are interesting. minecraft is meant to be interesting, not realistic. games are inherently not-realistic simply because they are not real. more so - minecraft graphics do not add realism. i see no point in chasing it.

I see why i dont invest my time into Bravo (and minecraft in general for same reasons): what is the use of server that sometimes does not behave (tho it can be fixed), and when it behaves its simply boring to walk in?

I personally think that to put new life into Bravo few things need to be achieved:
* different communications platform
* interesting world generators
* proper sending of blocks to client (not being able to just walk everywhere scares away people)
* PyPy support (hope they implement numpy some time soon)

in general first two points are whats needed now. those would draw people. new life for Bravo needs servers running Bravo. To have those - servers must offer interesting content to players. I guess minecraft outlived its 'creative mode'. I never liked it and was always for 'survival' mode. That achieved - servers using bravo will draw developers, developers will mean feedback and contributions.

To sum it up - to revive Bravo it needs users, to get users it needs to be usable, to be usable it needs to be interesting at least. I guess it wont be hard to do those.

Hopefully someone picks this up and continues, tho MostAwesomeDude you know it best so who could be best person to push it forward? Not to write most of it, but rather direct development. I personally did not dig into internals because of complexity. Complexity simply means i need to invest decent amount of time to learn internals. Now why would i invest time to learn something that i fear i wont be able to make use of..? This is a bit materialistic viewpoint, excuse me for that. I have material reasons to think so :)

P.S. what a rant eh? :\