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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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How to set attack-range of a weapon type in an Aion private server?

I am trying to develop an open source emulator for the server of the game Aion. In this emulator, attack ranges of the weapons differ from retail server. I have checked ...
105
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25answers
24k 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
40 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
54 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
101 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
251 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
128 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 ...
3
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2answers
145 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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0answers
145 views

Using UDP in an MMORPG and Port Forwarding?

How can you get around having to make all clients port forward for their outgoing port? In my game the server has it's incoming port as 5600, and the clients are bound to a random port right before ...
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1answer
209 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
152 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
117 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
63 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
165 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
73 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
votes
1answer
280 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 ...
2
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2answers
238 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
514 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
98 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
47 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 ...
1
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1answer
138 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
votes
1answer
75 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 ...
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0answers
72 views

Should a MMORPG server queue packets

I'm not sure where to ask this question. I have a service we'll call GameDB that connects to a MySQL database. This GameDB is the only service that interacts with the database. I have another server ...
3
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1answer
59 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
282 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 ...
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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
votes
1answer
382 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 (...
2
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2answers
256 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
187 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
99 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
votes
0answers
113 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,...
1
vote
1answer
125 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 ...
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0answers
63 views

Handling item resources productions in a MMO

I am writing a server for a MMO game. In this game, you can build mining facilities to "create" raw resources, and factories combining resources to create others (the factories automatically can "...
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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
156 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 ...
10
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5answers
621 views

How to balance experience gain with player collaboration?

I'm developing an online game with friends, and we're currently blocked by a overall game design issue: how do you reward players with experience points and loot/gold yet still encourage them to play ...
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3answers
435 views

How to avoid player base schisms created by levelling gaps in MMO games?

In WoW, players are split into strata (Pvp Tiers) 10-20 / 20-30 / 40-50 / 50-60... This causes the playerbase to split. It creates a rift, players of uneven levels cannot be matched together for ...
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0answers
237 views

Multi-threaded MMO Server with complex inter-dependencies.

I am working on a Mobile MMO and I am using .NET to build a MMO Server. My current application architecture is as follows. Clients are accepted using Async Calls (BeginAccept/EndAccept). Data ...
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1answer
235 views

cron jobs for MMO browser game

I have to implement cron jobs in to my MMO browser game. Its like in Travian game - you build something, and wait few minutes or hours.. But the problem is, that cron job shedulers made to be sheduled ...
6
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1answer
1k views

How Many Threads is 'Too Many'?

I writing this as I have run into a dilemma that I cannot readily answer. Specifically, how many threads is too many? Background tl;dr: Writing a game (Surprise.) C++11, all server-side bits ...
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0answers
165 views

How can I deal with different states in a multiplayer game?

I'm currently just making a concept for a MMORPG-like (much less massive) game, in which the player can do all the usual stuff (farming, talk to NPCs, accept quests, kill monsters etc.). An important ...
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1answer
249 views

Synchronization between server's value and the one showed in a stat bar (health, stamina, mana…)

I am trying to implement a stamina system for my mmo. In few words, I computed everything on the server that then notifies the client. On the client I have a stamina bar that shows the stamina amount. ...
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2answers
291 views

Bartle taxonomy formula

Anyone knows the formula inside the Bartle Test of players taxonomy? I need to do the test, but I need the weight of each question to make something more accurate and trustworthy to the real test... ...
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2answers
167 views

How should I archive public chats?

I am wondering about how public chats can be saved and archived for future reference by developers? Let's say I was a developer for a game with a public chat system and I wanted to make sure I could ...
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vote
2answers
152 views

Long distance walking and fast travel

I'm developing a sort of ’social mmmo’ where people build an avatar and chat with people around them, carryout tasks together, and play team games. At the moment I have a product I want to release to ...
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2answers
184 views

The most correct/efficient way to update millions of entities that change over time in an mmo?

We have a server and a database in the cloud. We have a game where each player can grow a farm on a massive x,y grid. Each hour is a grow cycle. All players can harvest anyone's plants. Player A ...
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1answer
1k views

How do MMO servers handle a large concentrated number of players?

I have a pretty good understanding of how to scale servers but there's one thing I can't quite be sure about is how to manage a lot of players in a concentrated area. If I have a server which is ...
1
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1answer
460 views

How to achieve an GPS-Based game like “Parallel Kingdom”

I'd like to use Google Maps, in my game, much like "Ingress", "Pokémon GO" and "Parallel Kingdom". When I take a deeper look into the Android API/Google Maps API, and dozens of forums, I noticed ...
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0answers
68 views

How to handle player actions in a multithreaded gameserver

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
1
vote
1answer
80 views

Best approach to develop a mobile version of existing browser mmo game?

our team has developed a MMO browser game (HTML5, Javascript & PHP). The game is similar to Empire GG, Clash of Kings, Game of War etc. We want to develop a mobile version and the question is ...