MMO is an abbreviation for "massively multiplayer online," a kind of game that allows an extremely large number of concurrent players in a shared world.

learn more… | top users | synonyms (2)

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MMO pricing model

How do companies that have a monthly subscription come up with what the monthly price will be? For example Blizzard worked on WoW for many years and then came up with $15/mo. What all goes into ...
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33 views

Why aren't there more MMOs with two-way financial transactions [duplicate]

This weekend I finally caught up to Neal Stephenson's 'REAMDE'. Like 'FTW' by Cory Doctorow, it centers around an MMO that allows players to withdraw real-world money by comverting in-game currency. ...
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1answer
51 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
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20 views

badumna how to use different prefab for different entity in the game

our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...
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7answers
6k views

What makes MMOs with real-money economies legal?

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of ...
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1answer
93 views

Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
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0answers
38 views

Appropriate MMORPG battle system for Android-oriented MMORPG? [closed]

I need a tip for a game I'm making. Because of many issues I want to make a 2D mmorpg: A 2D game is easier to code (I'm using ActionScript3 / Starling). I can more likely find preexistent graphics, ...
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0answers
70 views

How can I make a decent story for a gameworld that multiple players share? [closed]

I'm in a game design class, and we have to come up with a game concept to eventually turn into a full game design document. I came up with an idea for a sort of MMO-esqe game.My problem is that I want ...
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1answer
195 views

Server/Client architecture

I have high experience In Java and Networking. Our team have built a effective server that can create thread-pools managing many players. But we have hit a brick-wall. The way our server works is that ...
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1answer
129 views

In a tile-based MMO, how do I decide which players need to receive what updates?

I am planning a tile based MMO, like Tibia or top down Minecraft. I'm using a client-server model. I've got almost everything figured out, with a notable exception of state updates. When information ...
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1answer
90 views

MMO - Boss Action Distribution

I was considering how MMO mechanics work and especially how NPC/mob decisions are calculated and distributed among players. Say for example that you have a team of 5 fighting a boss. The boss's ...
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4answers
3k views

How often do big MMORPG update the physics? [closed]

As far as I understand, most big games use fixed timestep to have a stable simulation. Regarding the game server, which "frame rate" do they impose? Or said it another way, what fixed timestep do ...
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2answers
116 views

2d mmo open world connection and reconnection

I am trying to create an 2d html5 open word (the sprite does not have any fancy flare, just shapes around) with only maximum of 10 player at once. My question is how to create a seamless join for new ...
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2answers
111 views

How can I represent location in a massive world?

I've been thinking about No Man's Sky a lot recently and all the technical challenges they must face. For example, how on earth do you store a players location in a world that is so enormous? I ...
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3answers
4k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
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0answers
99 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
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0answers
102 views

Basic mmo client/server relationship. Is my approach correct? [closed]

Lately a friend and I have been thinking about making an mmo after we finish highschool and while I have more than some programming experience I have never before made anything like an mmo so two days ...
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1answer
213 views

Which is the better way to distribute server workload for MMO server?

I'm making a server for MMO in Unity, which implies that I'll have a big world, split into maps which will be on different servers (to distribute the workload), managed by one master server. Now I ...
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1answer
172 views

Performance of programming languages and frameworks [closed]

I want to program an online 2D MMORPG with graphics like in this game. Since I develop in javascript and python mainly I chose python for my first games and the game library pygame which is pretty ...
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1answer
195 views

What's the most recommended transmission format using websockets for a MMORPG? [closed]

(note: I'm not asking for the supported formats in the RFC, but the format I should develop to send/receive the messages, say, in the Application layer). (note 2: Please help me retagging this post ...
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1answer
130 views

How to implement server side auto attack?

I'm writing a basic MMORPG and im trying to implement auto attack. At client side I send an AutoAttackMessage to the server. Should I send this message every X ms to the server, or juste one time ...
2
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1answer
603 views

Server Side Speed Hack Detection Techniques

I have a client side speed hack detection that initiates a timer on both the client and server on connection. When the difference becomes too much the client gets detected as using speed hack. But I ...
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0answers
59 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain ...
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1answer
118 views

Level loading philosophy in MMO games

I've been working on project for quite a while, and I've returned to dilemma about level loading. The problem is i trust the client with it's local level loading, when it's done loading it tells the ...
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1answer
189 views

maps in a multiplayer diablo clone - unity3d

I'm messing around with unity3d free, trying to figure out if i can get away with using its readymade graphic engine. I have some problems figuring out how maps should be implemented/handled (the ...
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0answers
155 views

Scalable server for MMO [closed]

We are looking for the solution for game server for instantiating game instance on nodes. We tried to use this solution, but it has scalable problems, as you can see on diagram: Cause only 1 ...
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1answer
78 views

Is this specific server architecture okay for a multiplayer game? [closed]

So I am making a game in Node.js / HTML5. And I am really struggling to determine what an effective server architecture looks like? Right now I have a server for a multiplayer game ( I plan on ...
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2answers
269 views

Are sockets required when developing a browser based MMOG?

I'm in the very early phases of developing a browser based MMOG, kinda like this game but not as cartoonish and with more features. I'm an experienced web developer, yet not once have I ever used ...
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1answer
44 views

Device and user progression conflicts

Im designing a game with both digital currency and player progression, but have hit a confusing snag, where I possibly can't be the first to come to a decent solution. To keep it simple, it's a ...
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3answers
2k views

How should I collect user behavior data in an MMO?

In an MMO, and I'm trying to collect data about user behaviors for the purpose of tweaking the game rules to achieve maximum user satisfaction. Clearly one way to do it is to hand-roll specific ...
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0answers
246 views

RPG game engine HTML5/javscript [closed]

I am planning to build a 2D RPG game (Zelda style). I am looking for a game engine that has the following features: Map editor to create maps (preferably orthographic grid), with solid objects, ...
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1answer
218 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
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2answers
2k views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
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2answers
265 views

Processing periodical operations on the database [duplicate]

I program MMO strategy game (C# monogame) like Goodgame Empire or Travian for Windows Phone. The server part of the game will run on Windows Server and MS SQL database. I'm trying to figure out a ...
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2answers
87 views

most effective storage of logged information [closed]

I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method. To log when a player connects and disconnects to a the server it ...
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4answers
3k views

Should I assign a unique ID to individual units of game currency?

I am currently making a MMORPG. At the moment, I am working on the currency part of the game but I'm confused whether I should assign a unique serial number for every unit of the currency generated. ...
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7answers
540 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
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4answers
1k views

What are the reasons for MMOs to have level caps?

In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to ...
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2answers
277 views

Can I have keyboard controls in an MMO and still do movement calcuation in the server?

I'm trying to decide between keyboard and mouse movement controls for a web-based multiplayer. It would be quite resource-intensive to use the WASD-keys and AJAX the server with controls every second. ...
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2answers
321 views

In a multiplayer game, should I store the list of character names on the Player class?

I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on ...
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1answer
172 views

Are there still favored of using bluetooth devices today in modern games for multiplayer gameplay?

I was wondering. Most multiplayer gameplay always favored by Wi-fi during team-up or to compete each other. I know that when in comes in huge groups (say 100 to 500 players or more online) in online ...
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1answer
142 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
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0answers
196 views

How to prevent that a MMORPG dies when the provider ceases to provide hosting? [closed]

Most MMORPG providers have to discontinue their service some day. From then on, people can’t play the game anymore. Some communities might set up (reverse-engineered) server emulators (freeshards), ...
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2answers
651 views

2D open world MMORPG; big map memory problem [duplicate]

I am developing an 2d open world mmorpg game for learning purposes, and have a issue with big maps. A year ago i developed 2d open world single player / co-op game. It saved map in chunks, and AI for ...
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4answers
152 views

Save “Explored Area” to SQL Database

For a strategy game, the area "already explored" has to be saved to a DB, so that the player can (upon resuming his game) see where he has already been. The game will be a mmo-game, so i have to ...
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2answers
242 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...
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1answer
144 views

MMO: In-App vs. Website Purchase

Im currently writing a turn based start game, which will be played in an MMO style (players download clients, central server handling the game logic etc.) and now I need to decide how I charge my ...
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2answers
361 views

MMORPG design question: Storing a tile map on the client computer, security concerns [closed]

in my game the client logs in and receives a map made of tiles (they differ in height and terrain type) from the server. I'm storing these tiles in a SQLite database on the client. The next time the ...
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1answer
292 views

How does MMO flash games works? [closed]

I want to know how does MMO flash games work, for example: Dofus and Club Penguin. I want to know if by ony using Adobe Flash and ActionScript you can do MMO games, or if there is other way to work ...
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2answers
833 views

Alternatives to storing all my entities in an SQL database

I've been trying to build my entity system based on pure SQL data storage as explained in this post series. The idea is that every entity or component is stored in an SQL table. I created my framework ...