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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.

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74 views

How can I reverse engineer an old MMO?

I want to revive an old MMO. Only the old client exists from the game, so I would have to write a whole server for it. I'm not sure how to start editing things in the already made client. Most ...
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1answer
43 views

What are some alternative options for saving level data for a game like Hurtworld?

For a multiplayer building/crafting game like Hurtworld (where the player can build structures on the map), what are some alternative options or example data structures for saving the world data on ...
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36 views

Unity3D Authentication with JWT token

Just a quick question about authentication wit unity. Currently I have Unity sending off a request from a login age sing sockets. What I am trying to do is generate a JWT Token from that login request ...
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1answer
90 views

MMO - Server monster handling

Dabbling with basic MMO code because it intrigues me. How does the server handle monsters / mobs? I understand that generally on each game tick, the server loops through each player to send them ...
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1answer
90 views

MMO sending player position to other players

When it comes to sending data to a player in MMOs, is this what the server is basically doing? (pseudo code) ...
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5answers
391 views

How can I reward dungeon masters that take risks?

I am working on a MORPG project featuring essentially two major roles: adventurers and dungeon masters. My concern is about balancing the two roles. For those who have heard of it, the principle is ...
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1answer
82 views

Store temporary state in DB or not

Background I'm trying to implement a little MMORPG. I'm planning to use Cassandra DB for the database. Question I don't really understand which data should be store in DB and which one should be ...
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1answer
73 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
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3answers
131 views

ECS in MMOs - How to handle IDs for different object types?

Using a DOD approach, what is the typical way to handle dealing with the actual IDs of game objects? Obviously, each entity has a unique entity_id that is ...
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1answer
66 views

How do i prevent IAP abuse using restoring purchases in an online game?

Lets say i have a mobile mmorpg (ios/android) where you can purchase premium currency using IAP's... how do i actually prevent the following case : Player purchases premium currency Server side ...
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1answer
87 views

How to propertly send map to clients in MMO?

I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...
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2answers
183 views

What is the purpose of a guild bank?

I've seen guild banks in Wow, or Dofus, and other MMO games. In the guild I've been a part of, we mostly used the bank as storage; resources stored that end up not being used are wasted. Sometimes ...
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1answer
57 views

How to implement an tooltip item cache?

I'm building a tooltip item like that I would like to keep this information cached on the client side, avoiding that whenever the information is displayed it's necessary to make a request to the ...
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1answer
149 views

Fair monetization of a MMO with a simulated economy

I am in the design phase of a MMO game based around flying age-of-sail airships. Players will be able to captain their own ship (owned by their in-game nation or faction or themselves if they become ...
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1answer
119 views

Game mechanics for a persistent real-time strategic/tactical game

I am designing a game based around a fairly realistic simulation of 'Age of sail'-like trading and combat, and I am currently trying to decide whether to make the game a limited on-line application, ...
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0answers
93 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
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1answer
775 views

Multithreading MMO Server. A thread per area OK? [closed]

As a personal project, I'm setting up a MMO, and writing the server in C#/.NET Core. As of now my architecture is as follows: The world exists of different areas ( you can go from area to area trough ...
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2answers
73 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
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1answer
191 views

Is RPC Safe and what is security layer of RPC?

We're creating a MMO and I wonder is RPC safe or not ? Isn't RPC easily hackable by injecting to client and what is the security layer of RPC on Unreal Engine ? For example; a player is walking and ...
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25answers
26k views

How to deal with “Scrooge McDucks” in my fixed-currency-amount game?

I'm currently working on a very small scale MMO game planned to support approximately hundred players per server, but we're having trouble with our economical model. For various reasons we have ...
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1answer
62 views

Authoratitive server for Enemy AI [closed]

I am writting a real time game which contains Enemy AI I need write Enemy AI on server to send action( move, attack, .. ) to clients? or any way to do that? If i write Enemy AI on client? how to be ...
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1answer
84 views

How can I synchronize state in my Asteroids game with many networked players?

Wondering how state synchronization works in games with lots of players like MMOs. It seems like a hard problem to solve and I am not aware if there are standard solutions. Specifically, synchronizing ...
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1answer
146 views

How MMOs store IDs for game entities

Wondering in general how IDs are stored in a large massively multiplayer online game. From what I can imagine, it seems that each "game entity" would have a globally unique ID (GUID). Say there are ...
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2answers
322 views

How could I give a lifespan to my MMO characters?

A problem I've encountered in some MMO games, is that players congregate around the endgame content, meaning that when a new player joins they are basically playing a solo game until they reach a high ...
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3answers
325 views

MySQL for MMO-Development… What do i have to consider ?

Im currently developing an little mmo. Its pretty basic, players can walk around... gather some resources... build some simple buildings and craft things. Before i began to develop i read a lot about ...
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2answers
265 views

MMORPG Design Question: Best idea for adding PvP(PlayerVsPlayer) in open world MMO? [closed]

Brief Explanation of game: Time Travel, one map, open world MMO called ChronoCraft. If you'd like to know more about the game, you're welcome to check out our twitter where we post some of our ...
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1answer
235 views

Is there a purpose behind the tediousness of most MMO RPGs?

As most of you probably know a lot, if not all, MMO RPG games have some element of "tediousness" in them. By "tediousness" I mean elements in the gameplay that feel both unpleasant and needlessly ...
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1answer
173 views

What is “cold storage” in the context of larger MMOs?

What is a cold storage and what is it used for? I'm not sure if I should use cold storage in my game. I heard it can be used for chat logs, however I'd rather someone here answer all my questions.
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1answer
134 views

What is “storage” in MMOs with vehicles good for, where all equipped items get removed?

Many games, for example Star Trek Online (Dry Dock) and Battletech (Storage) have a concept of placing a vehicle in storage. It is not ready for use, you're not destroying unused vehicles, but rather ...
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1answer
132 views

Do multiplayer games use common server frameworks? [closed]

I mean, does each game company develop its own chat server? Login server? I'm not sure how massive multiplayer games work, I believe they each have a login/lobby server and game servers, which the ...
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3answers
181 views

What harm would be done if a user were able to play the client side of a multiplayer game without logging in?

I am currently developing a multiplayer game for a university project. The purpose of the assignment is to learn about the use of a cluster architecture, but I have a question concerning security. ...
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2answers
84 views

How can I handle sharing storage units in multiplayer?

I have recently come across a certain problem in programming my MMORPG: the synchronization of shared storage units. With shared storage unit I intend something like a "chest" that can be accessed ...
4
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1answer
309 views

How can I encourage population balance between two factions?

I'm making a game in which players must choose between two factions after reaching a certain level. PvP and PvE are not influenced by this choice as it's mostly for role play and the sense of ...
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2answers
257 views

Limit PvP dogpiling

Browser-based strategy game where you play an empire vs other player empires. The main PvP element is battles between empires where outcome results in gaining or losing rank. Troops are also damaged/...
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2answers
560 views

How to prevent unbalanced population in MMO game factions?

In games such as World of Warcraft, the imbalance between factions is often a matter of controversy. To compensate, WoW applied the Tenacity buff to the outnumbered faction to balance PvP. However, ...
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0answers
187 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
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0answers
75 views

Data synchronization between master and slave servers

I am looking for a way to synchronize data between master data server (connected to a database) and slave game servers. The master server should make a decisions about which data should be ...
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1answer
216 views

Handling large 2D MMORPG map

I have 1000*1000 (1,000,000 tiles) fixed size map composed of 3 layers (3,000,000 tiles) every tile has 4 values X,Y,Z and ID (12,000,000 values). When a client connects and requests map data, server ...
3
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1answer
163 views

Simulate parallel dimensions / subspaces in Unity without colliding coordinate systems

I've built an online game with Unity with a very large open world. The server (which can be a local player, or run as a standalone application without a local player) simulates everything around ...
3
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1answer
65 views

Requesting World from Server

I'm creating a 2D Game in Java. The world is tile based with a multidimensional Array and i have the architecture for the Server-Client system. The Users/Connections to the Clients are multithreaded ...
3
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0answers
376 views

With this MMOG architecture, how can I avoid losing games when the server goes down?

I am fairly new to game designing and am trying to design game engine architecture for MMOG poker game. My major problem is scalability. Old Legacy code written in python runs everything on single ...
26
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3answers
8k views

How to handle a large number of pickups in a MMO game

How do games like Minecraft, or really any MMO game that has pickups, handle them? Say terrain spawns 3 pickup drops of "dirt" everytime you dig said terrain. Say every item has a rotation ...
3
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1answer
652 views

How do i make turn based combat with 10+ players work?

I am currently developing a game with a turn based combat as focus. The games battles will need to be able to handle 1 to 20 players (Multiplayer). Each unit (Player and AI) each has an initiative (...
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2answers
282 views

MMO - Some NPCs controlled clientside?

I'm making an online game and considering whether to handle certain NPCs clientside. Is this common? For example I play Elder Scrolls Online and it seems basic townspeople NPC locations aren't ...
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1answer
192 views

Is it a legal thing to do to sell fabricated accounts of your game?

For example, say I create an online mass multiplayer game with in-game purchasing system and with randomness factors as well (the point is that game accounts have actual value and there is a somehow ...
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2answers
168 views

Handling incoming packets immediately or queuing them

I'm using Golang to write a game server. I was wondering what the advantages of queuing the incoming packets for processing over processing them immediately. For example (processing immediately) each ...
2
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0answers
121 views

AI Agent realistic leap to a player in a MMO

In the last month I have been struggling with an issue, movement synchronization of a leap of an AI agent in a MMO. I know some theory and basic movement was not a problem with interpolation and stuff,...
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1answer
161 views

Does TCP slow down server and other clients for MMO game

hi guys i made a server and client for mmorpg game of course very amateurish. i am using UDP to send coordinates if the packet is lost doesnt matter i am already sending 10 times in a second. UDP ...
26
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2answers
5k views

What's the performance benefit of saving all logged in characters in MMOs in regular intervals?

The majority of MMORPGS have a Worldsave system that will save all the characters once every X hours. I guess the reason is performance. So why is this better, performance wise, than saving a ...
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1answer
208 views

MMO Player Position Update [duplicate]

I have been looking at the development of MMO games for a while and have got stuck up on one thing. Player Movement. If we have an area with 10 players, each player needs to be able to see the ...