Grow your server
A/B testing ideas
Ten easy A/B tests you can run this week. Each one is simple to set up and gives a clear winner.
Running A/B tests is easier than you think. Each of these tests can be set up in under an hour and ran for a week. All of them are proven to have moved a real number on a real server.
Use them in order. The first three give the biggest lift on most servers.
1. New spawn vs old spawn
- Variant A: current spawn
- Variant B: new spawn you've been wanting to try
- Win metric: D1 retention
Why it works: the first thing a player sees shapes everything. Small changes (more signs, less clutter, a clearer path to the tutorial NPC) regularly move D1 by 3-5 points.
2. Free kit vs paid cheap rank for newbies
- Variant A: a free "Starter" kit on first join
- Variant B: a
\$1rank promoted in the first join message - Win metric: 30-day revenue per player
Free stuff boosts engagement. Cheap paid things boost lifetime commitment. This test tells you which effect is bigger on your audience.
3. Store popup timing
- Variant A: store popup appears on first join
- Variant B: store popup appears after 10 minutes of playtime
- Win metric: first-purchase conversion
Pushing the store too early makes a pay-to-play impression. Pushing too late and they forget you sell anything. This test nails the timing for your audience.
4. Join message style
- Variant A: "Welcome to YourServer!"
- Variant B: "Welcome %player%! Type /help to get started."
- Win metric: tutorial started in first session
Personalized and action-driven beats generic. The delta is usually small but free to implement.
5. PvP on at spawn vs PvP off
- Variant A: PvP zone starts 50 blocks from spawn
- Variant B: PvP zone starts 200 blocks from spawn
- Win metric: D1 retention on first-time Java players
If your server allows PvP near spawn, a lot of your retention loss is new players getting farmed. Moving the PvP zone back fixes a lot without changing the core gameplay.
6. Bedrock onboarding path
- Variant A: same tutorial as Java
- Variant B: simplified tutorial specifically for Bedrock
- Win metric: D1 retention for
Platform = Bedrock
Bedrock players have different controls and different expectations. A tutorial designed for Java often loses them. Split tutorials can double Bedrock retention.
7. Rank names
- Variant A: "VIP", "VIP+", "MVP" (tier-style)
- Variant B: "Pioneer", "Voyager", "Captain" (theme-style)
- Win metric: rank sales revenue
Tier names feel pay-to-win. Themed names feel like they belong to the server. Revenue often climbs with themed names without changing the actual perks.
8. Daily reward size
- Variant A: 50 coins per day
- Variant B: 25 coins day 1, 50 day 2, 100 day 3 (escalating)
- Win metric: D7 retention
Humans love a streak. Escalating rewards beat flat rewards for come-back rate.
9. First-quest difficulty
- Variant A: "Gather 10 wood" (easy)
- Variant B: "Defeat the spawn golem" (moderate)
- Win metric: quest completion rate, then session length
Too easy and the quest feels meaningless. Too hard and they quit. This test finds the sweet spot.
10. Discord promotion copy
- Variant A: "Join our Discord"
- Variant B: "Join 10,000 players on our Discord"
- Win metric: Discord join rate (track via custom event)
Social proof is nearly free to add and always helps.
How to run any of these
- Create the test in Analyse (A/B tests)
- Implement both variants in your plugin (SDK: A/B tests)
- Launch and wait for 95% statistical confidence (anywhere from 3 days to 3 weeks depending on traffic)
- Ship the winner, retire the loser, pick the next test
Commit to one a month
You don't need to run all ten. Pick one test per month, actually finish it, and stack the wins. Twelve successful tests a year is a massively improved server.
Related
- A/B tests for the feature overview
- SDK: A/B tests for the code
- Retention playbook for non-AB changes that still help