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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-6
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0answers
46 views

3D Mit mmo game engine [on hold]

Hello there every one I was wondering if there's any game engine like unreal 4 that are open source and Mit license with a GUI editor and no coding need. Also what is the price for a custom license ...
1
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2answers
97 views

C++ MMO: Best approach to store creatures in a multi-level world map for the purpose to find spectators

I'm developing a game which is a multi-level game, my game can have a maximum of 15 floors, and a fixed amount of tiles width/height. Each tile in the map can have a creature. All fine until here; I ...
4
votes
1answer
109 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 ...
153
votes
34answers
20k 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 ...
-3
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1answer
67 views

MMORPG networkconnection like Vindictus [closed]

to be honest, I like to make "small" MMORPG with my frends. We are 4 guys and are using Unity3D and Blender. I am a Programmer and I am using Eclipse. I know, it's silly to start a Question like "How ...
33
votes
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 ...
-6
votes
1answer
88 views

Lost in Development [closed]

My name is Julian Ngolla. I am a 20 year old biology major who is a junior at Hunter college in NYC. In other words i am constantly busy and am basically broke. Ever since i was a kid me and my ...
12
votes
4answers
2k views

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 ...
0
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0answers
49 views

Online Enemy Hit Registration methods

Basically I have been working on an online game for quite awhile now, and I have started rewriting the original networking framework. Before it was pretty much fully Dead Reckon based(Enemies just ...
1
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0answers
130 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
2
votes
5answers
2k views

Are there any good html 5 mmo design tutorials? [closed]

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 ...
1
vote
2answers
156 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 ...
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
vote
1answer
66 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
votes
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
votes
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
102 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 ...
0
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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
86 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
5k 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
votes
0answers
24 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
votes
7answers
7k 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 reasons—...
3
votes
1answer
129 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
votes
3answers
3k 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
69 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
votes
2answers
307 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 ...
2
votes
1answer
169 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
vote
1answer
253 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
votes
2answers
158 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
votes
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
99 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
votes
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
votes
0answers
175 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 node/...
4
votes
1answer
490 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 ...
2
votes
1answer
307 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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votes
1answer
177 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
votes
3answers
1k 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
1answer
378 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
votes
2answers
719 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
votes
1answer
152 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
votes
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
votes
1answer
830 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
vote
0answers
73 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 venues....
1
vote
1answer
126 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
274 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
vote
0answers
218 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
votes
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 ...