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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10
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3answers
937 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 ...
7
votes
3answers
4k views

Networking and movement in MMORPG's UNITY

I'm programming a dedicated server in C# using BeamServer2 DLL's. At first I wanted to be able to see other players move on our already made Omuni map. This I did by just sending your position to the ...
8
votes
6answers
2k views

How come the 3d graphics and animations of MMORPGs are usually worse than non-online 3d games? [on hold]

I have noticed that in general it seems like the 3d graphics and animations for MMOs and MMORPGs seem not as seductive and polished as the graphics for normal, non-online 3d games. How come this is ...
19
votes
7answers
17k 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 ...
3
votes
2answers
800 views

Mouse-driven Movement

I'm trying to write a game where player picks where they are going by just mouse-clicking on that position and it goes there (just like RuneScape's point-and-click mouse interface). I'm trying to get ...
4
votes
1answer
859 views

Client-side login and password save

I'm wondering what would be the best way to store password and login in the client. Many people complain that they need to re-enter this every time they log in and they want me to make a way to save ...
4
votes
1answer
227 views

Accurately record and play back game sessions in an MMO - timing issues?

In order to detect and reproduce bugs in an MMO, recording game sessions on the server can help. How can such recording and replay of the data be implemented to be accurate, i.e. be 100% ...
12
votes
4answers
1k 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 ...
19
votes
4answers
5k 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 ...
8
votes
2answers
2k views

Would using Lua scripts to define game logic for an MMO server be a lot slower than compiled in C++?

I am using an entity system for my MMO server and I was thinking about defining the behavior of "actions" using Lua scripts. The server is written in C++. I am not very familiar with the speed/memory ...
6
votes
5answers
2k views

Methods of player retention and conversion in MMO games?

What are other retention and conversion (free to play to paying to spender) strategies in MMOs? I know some like promotions, social viral, content generation, intentional imbalance, perks and ...
10
votes
6answers
2k 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 ...
13
votes
3answers
3k views

Tips for implementing MMO quest mechanics?

What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
52
votes
10answers
15k views

What kind of databases are usually used in an MMORPG? [closed]

Do people write their own DB for some reason?
3
votes
6answers
1k 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
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 ...
9
votes
4answers
2k views

Anti-Cheat for MMOs issues and solutions? [closed]

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 ...
5
votes
2answers
1k views

XNA for multiplayer game?

I've made a few games without using XNA and recently started to see some documents and samples around and took an interest on it but i have a few doubts for going into it or not. What limitations do ...
141
votes
32answers
16k 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 ...
18
votes
9answers
1k views

How do/should MMOs handle disconnection during PvP?

In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
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. ...
96
votes
22answers
46k 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.