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0

Something like that is far from being ignored by MMORPGs. Most just favor using some classic level/skill point based approach, because it's far easier to balance and control progression ("when being there, characters will have skill x, but not skill y"). Therefore most games skip something like that alltogether, or limit it to non-story/non-combat elements ...


0

I can tell you only one thing - even in single player there are some overpowered builds with such huge stats and skill base. You need ages to balance such huge rpg leveling system for mmo. Coming back to classic - DnD system is great, but you need long time to know it and learn how to play. And still, it's (mostly) main goal and lore is "fantasy". Now look ...


3

See Ultima Online. It has 3 Attributes: Strength, Dexterity and Intelligence. 3 Derived Attributes: HP, Mana and Stamina. And a ton of skills, from weapon related skills, healing, stealth, cooking and even forensics. No levels! Character development is continuous rather than discrete. You improve your skills by using them, an by increasing them you also ...


1

If you want to save effort, use TCP. TCP does a lot of things automatically for you, including: retransmission (unacknowledged packets are automatically resent), reordering (packets received out of order are buffered until they can be processed in correct order), flow control (the maximum transmission rate is automatically adjusted up and down to maximize ...


0

That isn't about position sending performance. That's about server-client style. If you use input based movement (network), that means server decide your new position (authoritative server) and server tells your new position to you and other clients. If you use like position based movement, that means client decide his new position and tells that to server ...


-1

I have read some article about positioning and somebody says "use inputs for movement update" and others says "use position posting". Did they also provide reasons? Using "input posting" increases program complexity because now with every input you need to post position and also update position on the client whereas with "position posting" you only ...


1

If you use UDP for ordering-sensitive data such as player positions, you will have to implement it yourself. At minimum, you need to drop packets that arrive late. Which requires some sort of sequencing/timestamping. Flow control with TCP might mean a laggy game compared to a crashed server due to network congestion. And nagling with TCP can be disabled. ...


2

You can solve the ordering problem by adding a sequence number to messages where order matters and simply ignore any messages which were made obsolete by a message with a later sequence number. So when your client receives a position message which position 2 although it already got position 3, it keeps the object at position 3.


2

"Map is stored only on the server it's sent to the client in parts": Pros Client always has most up-to-date map Can keep map data hidden until the user has visited the area System already in place for pushing expanded or updated map data Cons Client has to always download map data even if it's un-changed and they've been there before Due to the ...


1

Anti cheat tools are software, just like the game client itself. Just like a hack is able to manipulate the game software, it can also manipulate the anti cheat software. Any software which runs on the users machine is under their control. For that reason it is physically impossible to create unhackable client-sided anti cheat tools. When you want your game ...


4

Whichever you do, it doesn't matter. If you rely on clientside calculation of anything you will get hacked. All the "anti-hacker" tooling has AFAIK been thoroughly penetrated, new versions often themselves being hacked in a matter of hours after release. Given that, browser games are a major PITA IMO (poor usability) though they do offer ease of ...



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