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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19 views

Needing help for luvinia world [closed]

Hi there i have question where and how can i promote the game luvinia me and my other 2 ppl from the game luvinia want to be owners of the licence for luvinia but we need about 50k for each year to ...
1
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2answers
154 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 ...
2
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1answer
75 views

synchronizing client-server actions

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
32
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4answers
9k views

Why are so many games not fully voiced?

I'm wondering why so many MMOs are only partially voiced? I asked makers of games (Thimbleweed Park, in their Q&A) how expensive voiceover is, and they said it wasn't especially expensive unless ...
13
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2answers
2k views

Storing coordinates of every object in server side in MMOs

In an MMORPG: Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection? If so, what would be a feasible way to store such a huge ...
1
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1answer
49 views

building timers in strategy games

I've got a web-based strategy game in which you build a city. Coding is smooth, but I'm kind of hung up on how long it takes my buildings to build. I want to keep the user playing, but have them long ...
4
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3answers
5k views

What languages are required for an mmo browser game? [closed]

What 'Things' are required for this sort of game? I understand java, c++, javascript, and objective c (iphone programming) fairly well, however I know nothing about networking programming, but I do ...
6
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4answers
13k views

Cost of game development and maintenance of an MMORPG [closed]

I am doing a project and I have a few questions about game development/maintenance costs. For a MMORPG like Second Life, how much does it cost to develop and maintain? Maintain as in servers' ...
1
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1answer
93 views

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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0answers
34 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. ...
1
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1answer
75 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 ...
6
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2answers
4k 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). ...
0
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0answers
22 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 ...
34
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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 ...
3
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1answer
109 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 ...
3
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3answers
2k views

NoSQL (CouchDB) database design for MMORPGs

Are there any pratical examples of database implementation for an MMORPG in CouchDB? Even a detailed thesis? I've looked but found very little on practical examples and not even find any good UML ...
1
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0answers
60 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, ...
3
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2answers
281 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 ...
152
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33answers
19k 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 ...
1
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0answers
75 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 ...
2
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1answer
143 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 ...
1
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1answer
212 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 ...
5
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2answers
130 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 ...
10
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5answers
1k 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. ...
8
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6answers
2k views

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

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 ...
0
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1answer
96 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 ...
12
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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 ...
15
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3answers
3k 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). ...
17
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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 ...
2
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0answers
143 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 ...
4
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1answer
482 views

How do we attract more developers and other Volunteers to our Open Source MMO Emulation Project? [closed]

I am on a small development team that is tasked with completing the server side programming for an Open Source MMO project that has been in progress for about 5 years now. Approximately a year ago we ...
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0answers
112 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 ...
2
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1answer
263 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
173 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 ...
4
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3answers
948 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
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1answer
298 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 ...
5
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2answers
704 views

Visual Programming tool for creating game quests

I've found a question for visual script editing software tool for creating game behavior logic, but I am looking for something more flexible. I would like to configure the tool to make it produce code ...
0
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1answer
143 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 ...
36
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15answers
5k views

MMORPG design for time-limited players

I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are ...
2
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1answer
714 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 ...
1
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0answers
71 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 ...
1
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1answer
123 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 ...
0
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1answer
234 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 ...
1
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0answers
192 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 ...
29
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4answers
3k views

What has stopped MMORTS games from being successful? [closed]

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 ...
0
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1answer
85 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 ...
8
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9answers
2k views

MMOs based on .Net? [closed]

Are there any real MMOs where the server engine is based on .Net?
6
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4answers
1k views

Best practices for periodically saving game state to disk

I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their ...
0
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4answers
941 views

Could this MMORPG project-model work? [closed]

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) ...
0
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1answer
49 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 ...