Server name: [US-East] ::Problem Solvers::All the Best MODs-V 0.1.3-50+ MODs
Server IP: 22.214.171.124
Why your server should be on the server list:
I don't like writing 'why do you deserve X' things because they tend to make the writer sound arrogant, hopefully that won't be the case here.
Problem Solvers server was designed and created with the idea that there should be a place with all the great MODs. I have played on numerous servers that were great, but none of them had all my favorite MODs. With Problem Solvers, I and my Co-owner JRDGames have taken great care to gather all the MODs most loved by the community and ourselves. We have tweaked most of them anywhere from small configuration changes all the way to near complete re-writes. We are currently running 48 MODs, 5 of which were written by us, 3 which were re-written from their originals to suit our needs, and 4 which have had large additions to them.
We could have a higher count of MODs if we were just trying to have 'lots of MODs', but we make sure none of them contradict and that they compliment each other.
We have optimized the sync rates for better on foot player-vs-player weapon battles. I know some may say this isn't possible but from our tests we've noticed a much more accurate fire and hit with player weapons. A Dev can ask what these were or they can come to our server and check it out.
We have added over 100 teleport locations categorized into easy-to-understand groupings using the QuickTP MOD. They include the base popular areas as well as key and iconic locations from SP including the Faction bases, strongholds, and of course Karl Blaine's. Oddities and other points of interest are also in the menus, allowing you to get pretty much anywhere in a moment and to even discover some things you didn't know existed. There are even some places ideal for FPS style combat.
A combination of Shop, Factions, Panau Drivers, and FiniteFuel provides a Roleplay-esque environment to those who desire it. We have a few people who play this such way often. It is tweaked to be realistic enough for RPers, but not too restrictive for normal play.
We've also added a continual scrolling tips area so that those unfamiliar with JC2MP or JC2 in general can easily and quickly become knowledgeable of basic things.
Our regular players vary from RolePlayers, to FPS Player Killers, to Freeroam fun, to anything else you can do in JC2MP.
Yes, we do run Freeroam and I understand that may very well not allow us to be highlighted, if that's the case then so be it. As with other MODs, Freeroam has been customized to our needs. The random radius spawn has been removed, but there are still many spawn points. Other changes have been made as well, but for obvious reasons I don't want to say everything we've done to our server.
We give credit in the MOTD to all the scripters of the MODs we're running.
I'm not sure what else to say about the server. As I mentioned above, we've made tweaks to just about every MOD we're running. This post would be too long if I mentioned them all and it would remove the uniqueness of our server. I hope you'll enjoy what you see when you visit and that it will be worthy of highlighting. If not, then I appreciate your time and thank you for your consideration.
I'd like to make a suggestion in general regarding the Highlighted servers:
I don't think it's right to show all the highlighted ones simultaneously. It doesn't 'feel' right. I think it would be better to limit it to one showing at a time and either the one that shows is random for everyone or it rotates each day.
They also might should be removed once they hit X active users. With there being 300-700 players on JC2MP globally on average, 100 on a highlighted server is a pretty big chunk.
EDIT: Or perhaps if they have more than 10% of the total players online at the time, they aren't shown as highlighted.
EDIT 2: We recently did a large update to Shop and Factions which greatly increases their versatility and helps showcase the potential of these MODs and the JC2MP system.