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.

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13
votes
5answers
840 views

How to nerf something without the player community hating you? [closed]

No matter how well you conceptualize an online game, there will always be certain gameplay elements which will turn out to be vastly overpowered and dominate the gameplay. The obvious solution in ...
9
votes
6answers
1k views

What is the name of the AI/algorithm used by most MMOs for monsters or mobs?

Is there a standard name for the (fairly dumb) AI that most MMOs use where you 'aggro' a monster/mob when you are within a certain radius of it, and the monster chases your character for a set amount ...
25
votes
10answers
9k views

Browser-based MMOs (WebGL, WebSocket) [closed]

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 ...
51
votes
10answers
14k views
4
votes
3answers
2k views

Using a web service for multiplayer games?

I've been looking into web services for making multiplayer games and was just wondering how feasible would it be? What I would like to do is make a simple MMORPG that uses a turn based fighting ...
5
votes
2answers
3k views

Why do MMO games forbid real-money trading?

I am soon going to go public with an MMO game and I am currently in the progress of writing the terms of use I expect players to follow (no swearing, no spamming, no cheating... you get the point). ...
4
votes
2answers
519 views

MMO, server-side line of sight

I am working on a simple tile-based multiplayer game. I am rather experienced programmer, but not so experienced game developer. The players will see each other depending if there is a blocking ...
8
votes
2answers
760 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
0
votes
1answer
199 views

Structure examples for web-based chat for web-based game [closed]

What would be the best tools to use to create a web based chat/messaging system ? for client we have : Browser (any JS solution - preferably without using flash like in jsocket) for server we have : ...
6
votes
4answers
603 views

How should chat be transmitted and stored in an MMO?

Players in MMO games can usually send messages over different channels (private, public, guilds, et cetera). How would I transmit and store this data so as to prevent outside users from being able to ...
8
votes
2answers
367 views

Why would an online MMO throttle actions per day?

I started playing Die2Nite and was surprised that it has such a strict limit on the number of actions per day. After a while, I figured it was just part of the charm. I also started playing Magic ...
3
votes
3answers
1k views

Will running cron jobs every minute a good practice?

I'm trying to create a browser-based game (made in PHP, MySQL, Js, HTML, and CSS) that is heavily dependent on user's actions being carried out after a certain amount of time passed whether online or ...
1
vote
1answer
356 views

Tracking player location in realtime 2d mmo

I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
2
votes
1answer
213 views

MMORPG Entitiy handling on different maps

Is this a good approach for a MMORPG entity handling on different maps? Map Structure and entity existece: A map is basically a parent node in a scene graph. There's one map for each town, room ...
6
votes
2answers
4k views

MMORPG server-side java architecture

I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, ...
1
vote
1answer
206 views

What tech will enable a script to run after a certain amount of time elapsed following a user's action?

I'm trying to experiment in creating an MMO browser-based game using PHP, MySQL, Javascript, HTML5, and CSS. There is this certain functionality that I want in my game that I'm having trouble with. ...
-2
votes
1answer
6k views

How do I start writing an MMO game server? [closed]

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 ...
-1
votes
3answers
706 views

MMORPG with level system like The Elder Scrolls [closed]

Why arent there any MMORPS with a leveling system like the elder scrolls? (Leveling skills/stats by using them and upgrading your character level at X skill lvlups) And what are the Pros and Cons of ...
11
votes
2answers
3k 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 ...
3
votes
3answers
635 views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
1
vote
2answers
151 views

MMOFPS Player Positions [closed]

I'm working on a MMO game project. I have a question about MMOFPS game architecture. (I have basic network knowladge) (MMOFPS) I want to send player position to other players(clients) and other ...
3
votes
2answers
969 views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
6
votes
1answer
677 views

MMORPG game map in-memory storage techniques

For 2-3 years I've been interested into MMO development. I'm browsing some emulators source codes and open source projects. Usually I'm checking how the game server stores data about the 2D map. ...
1
vote
0answers
152 views

How to integrate Javascript into C# and run scriptcode step by step

We are currently working on a Pokemon MMO trying to figure out how to implement an asynchronous scripting language the best. We don't want to work with threads or tasks, but the goal was to wait for ...
0
votes
1answer
126 views

The game-server model to handle user actions

I'm starting to work on a mobile game that will have a server-side part (to handle user's interactions between them) and, of course, the client (game itself) part. It's not meant to be a browser game ...
5
votes
3answers
331 views

How to make sure user is running the newest version of mmo client?

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
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. ...
9
votes
4answers
933 views

Is there a way to make a dynamic world such as a MMORPG horizontally scalable?

Imagine a open-world of 500+ players with data changing as fast as 20 updates/player/second. Last time I worked in a similar MMORPG, it used SQL, so obvioulsy it couldn't query the DB all the time. ...
5
votes
5answers
789 views

PHP Browser Game Question - Pretty General Language Suitability and Approach Question

I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and ...
30
votes
8answers
3k 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 ...
2
votes
2answers
261 views

Integer vs String for “type” data in data-driven games

I've been developing a few mobile games, in which those games fetch their data from a server-database. I'm used to storing "type" values as an integer identifier, and an enum in the client to ...
6
votes
5answers
2k views

Persistent game where you program your own bot(s) [closed]

I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script). A sort of RTS but for bots. Does that even ...
0
votes
2answers
828 views

Online MMO collision detection for players & walls

Let's assume the following: I have a server which stores the player's position (float x, float y, float z) Client sends the server it's updated position ever 250ms or so. Server has bounding boxes ...
6
votes
3answers
495 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). ...
1
vote
7answers
3k 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 ...
95
votes
23answers
42k 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.
0
votes
2answers
999 views

How many database connection should use in a MMO game server?

Game server links to database, how many database connection should use? The data update works like this: update role object to database every X minutes, commit all updates every Y minutes. There are ...
1
vote
2answers
409 views

Networking dynamic game worlds

I'm working on a 3D massively multiplayer space game in C++ and I'd like some advice from experienced game developers. Essentially, the world (universe) simulated on the server is absolutely dynamic, ...
1
vote
1answer
314 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
3
votes
2answers
635 views

2D destructable terrain with collisions in MMO

Task What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine. Basically lets say ...
15
votes
4answers
2k 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 ...
7
votes
4answers
1k views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
0
votes
2answers
429 views

Most suited technology for browser games? [closed]

I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client ...
13
votes
6answers
2k 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 ...
0
votes
1answer
180 views

Server costs and back loading for mobile devices

A company approached me to design an MMO for the mobile platform and I have the perfect idea for them. My question is how much would a server for a FTP game that has both a PVE element and PVP cost? ...
-1
votes
1answer
137 views

How are dependant quests generated in Guild Wars 2? [closed]

I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to ...
1
vote
3answers
620 views

OOP implementation of BUFFS and Stats. Suggestion

I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
2
votes
3answers
1k views

MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects ...
7
votes
4answers
665 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 ...
1
vote
1answer
413 views

Client-Server MMOG & data structures sync when joining / playing

After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...