Massively multiplayer online game.
78
votes
23answers
23k views
Why is it so hard to develop a MMO? [closed]
I want to develop a MMO like World of Warcraft, but some basic research says that is going to take months (if not years) and cost a lot of money. I'd like to know why.
21
votes
4answers
3k views
How is load balancing achieved in MMOs?
I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
38
votes
9answers
6k views
8
votes
3answers
1k views
Anti-Cheat for MMOs issues and solutions?
Most online games suffer for this problem and there are some software companies out there to cover this but recently from what I've seen most companies are trying to avoid those programs creating ...
16
votes
4answers
2k views
Should collision detection be done server-side or cooperatively between client/server?
I am working on an online game that will have very heavy collision detection processing. Player models will collide with other players, mobs, structures, terrain, and solid objects that only exist ...
17
votes
3answers
2k views
Low traffic client synchronization with server in MMO
I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players.
I want to implement it so that player will be able to dodge his ship ...
17
votes
7answers
7k views
What languages are used to develop MMORPGs like EVE Online and WOW?
As I understand it, MMORPGs are games that run on your computer like any other normal 3d video game but, with each action that happens with in the game, changes are made to the universe via HTTP calls ...
17
votes
4answers
1k views
What data structure should I use for a Diablo/WoW-style talent tree?
I'm considering implementing a talent-tree system for an online RPG, similar to that seen in World of Warcraft, where acquiring a skill unlocks the next "tier" beneath it in the tree.
Does anyone ...
-2
votes
1answer
3k views
How do I start writing an MMO game server?
I am developing a multi-player on-line game.
I just started coding the server but I have no idea how to do it. Do I have to use threads ?
And if i do, do I need one thread for every client?
Knowing ...
6
votes
2answers
2k views
What are some good MMO middleware server packages? [closed]
If you have any experience with any MMO middleware packages and have any positive or negative experiences with them, your feedback will be appreciated.
Specifically I'm looking for server packages. ...
22
votes
6answers
2k views
Who does the AI calculations in an MMO?
I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
11
votes
4answers
891 views
Why do MMORPGs still use multiple servers?
MMORPGs, some MOBAs like League of Legends or even StarCraft 2 usually force you to pick a server. Usually they are US, EU and SEA, in MMORPGs many per location. I can see that that was necessary a ...
13
votes
6answers
1k views
Recommended RPG game that can be used to learn game Modding? [closed]
I would like to learn game development via game modding. RPG/MMORPG is one of my favorite genres. Could someone recommend me a good and recent ( I would like to play the game as well) game to learn ...
10
votes
4answers
1k views
How should I track players' real-time positions in an MMO?
How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
9
votes
3answers
640 views
How do you design a record/replay system for a frequently changing game?
I'm working in a free MMORPG and I have a problem.
I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...
123
votes
30answers
8k views
How do you prevent inflation in a virtual economy?
With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...
20
votes
10answers
6k views
Browser-based MMOs (WebGL, WebSocket)
Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking?
Do you think future MMOs (and games ...
26
votes
4answers
1k views
What has stopped MMORTS games from being successful?
We all know that there have been attempts to create commercially successful MMORTS games, but all have failed. By failed, I mean that they didn't get really popular in the gaming community. Why is ...
11
votes
2answers
1k views
Is this the right architecture for our MMORPG mobile game?
These days I am trying to design architecture of a new MMORPG mobile game for my company. This game is similar to Mafia Wars, iMobsters, or RISK. Basic idea is to prepare an army to battle your ...
27
votes
8answers
2k views
Profanity filter for an MMO chat
We are developing an MMO using Smartfox Server. The targeted audience is kids from 7 -12 years.
There is a global chat option in this MMO.
Whatever the user types in a textbox get displayed next to ...
12
votes
3answers
761 views
Game log format for MMO servers
A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
7
votes
2answers
2k views
Information on seamless MMO server architecture
I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
6
votes
2answers
1k views
MMO architecture - Highly Scalable with Reporting capabilities
A friend of mine is asking me to help out on a project of his, I have done a small amount of game development before, but mainly do application and enterprise development these days.
He is asking me ...
9
votes
2answers
1k views
MMO techniques, algorithms and resources for keeping bandwidth low?
Are there any resources and documentation on how current MMOs handle the action and movement data from the compression to the handling on the client?
Any resources for movement prediction algorithms?
...
6
votes
3answers
415 views
Building an instance system
I am looking into how to design an instance system for the game I am working on.
I have always wondered how these are created in games like World of Warcraft, with its instances (dungeons/raids/etc). ...
5
votes
4answers
555 views
Need an engine for MMO mockup
What I don't need is an MMORPG engine, at the moment.
What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so ...
4
votes
2answers
870 views
is it possible to make a MMO starting with scalable hosting?
I made a really basic 2D RPG. I want to know whether I can turn it into a free to play MMO.
I cannot afford to rent a server with enough capacity to serve a big number of players but I'm wondering ...
1
vote
7answers
1k views
List of Anti-Cheat Packages for MMOs? [closed]
i would like to start this topic for programs to counter-attack link text.
I am not aware of a big list but with everyone's help i hope to make this a fine topic.
Posting format:
NAME: nProtect ...
13
votes
2answers
612 views
How should I check if a player has completed an achievement?
I'm making an MMO game and I just got to a point where I need to implement achievements... How do I do that? The most straight forward thing to do would be to run this once every 100ms,:
for a in ...
5
votes
3answers
181 views
What are the different ways to balance an online multiplayer game where user spend different amounts of time online?
Let's consider a game where every player is building his own medieval town. To make this question simple, let's assume that, on this persistent world, some people will play an hour every day (heavy ...
3
votes
2answers
729 views
How do I keep an MMO synchronized?
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
3
votes
6answers
920 views
MMO Performance
To give a bit of background, I'm developing an MMO in the web browser. Crazy? Yes, but it certainly isn't impossible. The server sends updates to the client by means of long-polling JSONp tags which ...
2
votes
4answers
1k views
Are there any good html 5 mmo design tutorials?
Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now.
I'm looking to work with html5 (ie canvas, svg ...
2
votes
7answers
1k views
How many people are needed for making a good (MMO)RPG? [closed]
1) RPG?
2) MMORPG?
I'm talking more about good content here.
Update: Because it is said here that volume of information is low in my question, and because there was too much to say, I created an ...
1
vote
3answers
624 views
Could this MMORPG project-model work?
This is an extension of my previous question.
Recently I had an idea of making an, as I could describe it, agile open-source player-financial-profitable MMORPG, which has an interesting (from my POV) ...
12
votes
3answers
1k views
Should I keep login server apart from game server?
I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s).
...
1
vote
2answers
438 views
How to implement physics and AoE spells in an MMO game?
I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
0
votes
1answer
722 views
Browser based MMO [closed]
We are a team of 4 trying to develop a browser based MMORPG. Its partially text based in a way like Might and Magic. The world map would be in 3D and actions would be automatically resolved. The game ...
-2
votes
4answers
420 views
What are the Elements of an MMO Game?
I would really appreciate it if there aren't any answers like "Making MMOs is too expensive", "Don't even try making an MMO!" etc.
I'm trying to point out the elements/jobs that establish an MMO ...
3
votes
3answers
227 views
Loadbalancing Questions
I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
3
votes
1answer
167 views
Is there an MMO-related research body?
I'm trying to find a research resource for MMOs -- preferrably where people send papers to be published, have conferences, etc. If nothing else, just a repository of articles would be nice. Is there a ...
2
votes
3answers
368 views
Best way to implement mouse-based movement in MMOG
I want to design an MMO where players click the destination they want to walk to
with their mouse and the character moves there, similar to Runescape in this manner.
I think it should be easier than ...
1
vote
1answer
607 views
How to update the monsters in my MMO server using Node.js and Socket.IO
Currently I am creating an MMO using Node.js and Socket.IO.
The node server needs to handle connections for players, and also use a loop to update all monsters positions in my game and let them ...
1
vote
1answer
490 views
MMO Proxy Server
I am building an MMO and someone told me I should never have my application interfacing directly with the net, and that I should have a local proxy. This makes sense, with security issues and scaling ...
0
votes
1answer
920 views
Looking for architectures to develop massive multiplayer game server
Hello all Where can I find architectures and examples of building massive multiplayer game server Does the does the concept of building it on top of libenevt is right ? or I need to think more on ...
