Questions tagged [mmo]
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.
358
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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 node/...
2
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1
answer
730
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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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1
answer
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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 ...
1
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1
answer
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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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1
answer
448
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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 ...
3
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1
answer
3k
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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 ...
2
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0
answers
123
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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 venues....
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1
answer
219
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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 ...
0
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1
answer
714
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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 ...
1
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0
answers
541
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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 ...
0
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1
answer
227
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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 ...
3
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2
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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 ...
2
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2
answers
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Allow Pushing|Boosting in free browser MMOGs? [closed]
There seems to be a set of rules (or game design criteria) common to free MMOGs, to encourage fair competition. One such rule is that each player may have only a single account (despite the difficulty ...
0
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1
answer
56
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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 ...
9
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3
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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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1
answer
853
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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 ...
3
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2
answers
7k
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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 ...
2
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2
answers
342
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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 ...
0
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2
answers
108
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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 ...
22
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4
answers
3k
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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.
...
11
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7
answers
971
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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 ...
12
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4
answers
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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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2
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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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2
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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 ...
6
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1
answer
351
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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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2
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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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4
answers
337
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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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2
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447
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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 ...
4
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1
answer
238
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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 ...
0
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2
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807
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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 ...
0
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1
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478
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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 ...
3
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2
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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 ...
14
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5
answers
1k
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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 ...
4
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2
answers
1k
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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 ...
14
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6
answers
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Why should I forbid real-money trading in my MMO?
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).
...
12
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2
answers
8k
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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
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1
answer
528
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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 :
...
8
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4
answers
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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
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2
answers
673
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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 ...
1
vote
1
answer
791
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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
1
answer
358
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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 etc. ...
8
votes
2
answers
8k
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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, etc.)...
4
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4
answers
8k
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Is running cron jobs every minute a good practice for browser-based games?
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 ...
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1
answer
376
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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.
...
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3
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2k
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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 ...
4
votes
3
answers
2k
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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
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2
answers
260
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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 ...
6
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1
answer
2k
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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.
...
3
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2
answers
2k
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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). ...
1
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0
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471
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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 ...