Skip to main content

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.

Filter by
Sorted by
Tagged with
-3 votes
2 answers
153 views

Why do MMOs use different skeletal rigs when one could easily and cheaply do the job?

MMOs use a different skeletal armature for pretty much every class, meaning that if you pick a paladin or knight you will never be able to wear archer clothing or use archer abilities because they don'...
Reincarnated as a worldbuilder's user avatar
0 votes
0 answers
41 views

Multiplayer Entities And Player Storage Systems

https://github.com/Zylann/voxelgame/issues/103 How can entities and player storage work for this demo? Are there any examples or prototypes? Goal: Minecraft style entity and player storage system. ...
WithinAmnesia's user avatar
1 vote
0 answers
236 views

Multiplayer Seamless Open-World Chunks

there is a made a game called JDungeon that looks like this: I want to add seamless chunk loading and unloading, meaning instead of the black world boundary, a new chunk loads in seamlessly. I'm ...
WithinAmnesia's user avatar
0 votes
1 answer
109 views

How would you model quests in the database for the most variability?

I am using Postgres to create an Online RPG. I am creating a game and I want quests to be as variable as possible. I am wondering if JSONB is the solution. The alternative is to create a bunch of ...
bezzoon's user avatar
  • 105
0 votes
1 answer
104 views

Do I need to hit the database and check if that quest is accomplished every time?

I'm creating an MMO questing system and one of the quests is to mine ore. Does this mean every time a user mines ore I need to hit the database and check if that quest is accomplished? It is only one ...
bezzoon's user avatar
  • 105
0 votes
0 answers
121 views

Server-Client Communication

I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point) ...
Henery Johnson's user avatar
1 vote
1 answer
143 views

How to replicate damage between users in a MUD

I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
1 vote
1 answer
217 views

Multithreading in extra large MMO worlds

How is a gameworld of super large size handled? I was always wondering how games handle large MMO worlds. Until now I thought that separation of areas was the key for games like World of Warcraft. In ...
plomba's user avatar
  • 13
1 vote
1 answer
226 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
11 votes
4 answers
6k views

How do online games handle frequent updates?

Web/Mobile full stack engineer here. Zero game experience. How do big multiplayer games handle multiple database updates simultaneously? I.e. World of Warcraft or similar games with 10k players ...
Trevor's user avatar
  • 221
0 votes
0 answers
390 views

Multiserver support in Mirror [Unity]

Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded? There is possibility to use "lobby" conception, but if you want all players to ...
AseN's user avatar
  • 113
2 votes
2 answers
262 views

What is the legality of in-game composed music?

Assume there is an MMO with a feature similar to Mario Paint Composer, where you can create music with original instrument samples. Would the players be able to share and play (in-game) the music they ...
Mergan's user avatar
  • 21
2 votes
1 answer
266 views

How to administer Bartle taxonomy of players survey

I made a game where I want to check how players act depending on the type of used minimap (minimal vs. path to next task is drawn etc). I came across the Bartle taxonomy of player types for this ...
Rolfant90's user avatar
1 vote
1 answer
827 views

Simulating movement input in server-side, with different tick rates

I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
Mdr's user avatar
  • 11
1 vote
1 answer
186 views

Why does today's "Metaverse" look equally or even worse than the 1990s 3D chat worlds? [closed]

In late 1990s and early 2000, I tried out "Active Worlds" and more. They let me register an account and then walk around in a vast 3D world and chat with people/avatars. It was surreal and ...
user17966019's user avatar
1 vote
1 answer
90 views

How do I advertise a game about writing role play?

I head & develop a very niche game called "Verdict", which you can read about here. Basically, Verdict is a writing game. It has the mechanical elements of an RPG and the multiplayer ...
Jacob Davis's user avatar
0 votes
1 answer
1k views

How many database servers does an online game need to handle around 100000 users per day?

I don't need an exact number but I want to know roughly how many MySQL servers do I need to rent if I were to develop an online RPG game that has roughly 100000 users per day (assuming on average 1 ...
cr001's user avatar
  • 153
1 vote
0 answers
173 views

How is the processing for FPS games with massive worlds (like Planetside 2) distributed between servers?

For such massively sized maps with an insane amount of players when it came out (or maybe it still has thousands of players in one general area at once still?), I'm almost certain the entire world is ...
Water's user avatar
  • 343
1 vote
4 answers
838 views

Are MMORPG servers and clients usually developed in isolation?

As with the title, are they usually developed together in a custom engine, or are they mostly developed independantly of each other? e.g. the server and client as completely different projects that ...
Grant Upson's user avatar
0 votes
0 answers
184 views

How can I make a seamless transition between maps?

I have a game where my character is plotted on a 100×100 tiles of 32 pixels width and 32 pixels height that makes a Map. It's a 2dArray of [100X,100Y]. Whenever the character gets to a specific tile ...
Lucas P. Leiva Fernández's user avatar
1 vote
0 answers
89 views

Extracting walkable coordinates from 3d scene

is there away to extract the walkable coordinates from 3d scene , so I can have server side validation ? or how would I achieve that with Godot? EDIt (clarification): I was just wondering how they are ...
Abanoub's user avatar
  • 239
2 votes
0 answers
73 views

How to route players in the same "room/match" to the same server?

I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
user482594's user avatar
1 vote
1 answer
480 views

How to make player jump to mouse position

Currently I have the player moving towards the mouse position , using this example : https://kidscancode.org/godot_recipes/3d/click_to_move/ now how would I achieve jumping to the mouse position, ...
Abanoub's user avatar
  • 239
0 votes
1 answer
135 views

Are two non-exchangable currencies possible in an MMO?

Imagine an Adventure Coin and a Merchant Coin. Adventure coins can be spent on training and equipment, at in-game shops, but cannot be transferred between players. Merchant coins can be transferred ...
fadedbee's user avatar
  • 111
1 vote
1 answer
282 views

Networking to make a single player RPG into multiplayer

I’ve written a few games in Xcode before and would like to turn one into the simplest possible 2D top-down RPG multiplayer game. Essentially just needing movements around a big tiled map (I love ...
Donny7's user avatar
  • 11
1 vote
0 answers
2k views

Implementing complex AI in an ECS?

I'm having a hard time wrapping around how something quite stateful such as complex AI would be handled in a pure ECS (such as components being only data and systems operating on that data) Things ...
Grant Upson's user avatar
0 votes
2 answers
783 views

Multiple small UDP packets vs One big constant UPD packet

I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
Otarom's user avatar
  • 31
3 votes
1 answer
1k views

Architecture for scaling a large 2D MMORPG world vs player load

I want to make 2D MMORPG in a post-apocalyptic world. I would like to make the game world seamless and big, with big battles for the players. Something similar is in Eve Online (in 3D), but I do not ...
Karlos Margaritos's user avatar
0 votes
2 answers
125 views

How does faction work in a Multiplayer game?

I'm trying to work out how Factions would work in any Standard MMO If the player is hostile with a faction, then the NPC's of that faction would attack on sight. If the player is neutral> with a ...
jaym's user avatar
  • 1
0 votes
2 answers
888 views

Large world pathfinding on server

Just want to note first I know there are lots of topics on this. I've bought books, read tons of posts here, but still stuck on a few topics from a conceptual level. One of them is concerning how ...
Silent's user avatar
  • 103
20 votes
3 answers
10k views

Bandwidth cost / hour for one MMORPG player

I am trying to calculate / guesstimate the costs of running an MMORPG for a client. And now I need a pretty accurate estimate for the monthly bandwidth cost so I can calculate the possible revenue of ...
Bawenang Rukmoko Pardian Putra's user avatar
1 vote
0 answers
118 views

Code reuse for a CRPG data model on the server-side

I'm working on a turn-based game with CRPG (Computer RPG) elements in HTML5. It has to support 10K+ CCUs (Concurrently Connected Users). The CRPG elements in the game are item and character systems: ...
Alexander Gladysh's user avatar
0 votes
1 answer
49 views

Using proxy servers to tunnel data between clients and world servers

Background I've read up a little on the concept of splitting the world into regions which in turn can each be run on a node within a cluster. However my game concept revolves less around zones but ...
Flosculus's user avatar
  • 103
0 votes
0 answers
549 views

Microservice architecture in game client

We can use microservice architecture for backend in mmo games, like one service for auth, one for chat, etc But can(or should) we use same architecture for client part in mmo games? One service for ...
Vladyslav Mozhvylo's user avatar
1 vote
0 answers
59 views

C# - Network flooding

I just created a simple MMO in unity3d, then me and my friends test it via LAN and the result is very smooth. But when I hosted it in public (100ms ping) the server became unresponsive and causes ...
VerizonMatt's user avatar
0 votes
1 answer
176 views

keeping clients up to date with server state in an mmo-like game [duplicate]

I'm making an online RPG that could classify as an MMO, but I'm keeping the project scope very small by making the game's systems simple, and focusing mostly on what I want to learn: real-time ...
tonayy's user avatar
  • 1
1 vote
1 answer
500 views

database design for browser based game [closed]

I'm wondering how to design a database for the player's experience, whether to create a single table that will collect basic information such as. Class, race, number of experiences, number of occupied ...
martin suchodol's user avatar
0 votes
0 answers
160 views

Fixed timestep, how to determine how far back other clients are simulated

I'm working on networking code for a social MMO (very low-intensity compared to an FPS) and have a question about fixed timestep. This answer does a good job of explaining the forward-dating part of ...
Archduke's user avatar
0 votes
0 answers
486 views

Which is the best network solution for MMORPG?

we are developing a mmorpg with a small team. There are 2 structures we can create on the server side for managing clients and processing packages. I wonder what structure is better. I would be very ...
Apabos's user avatar
  • 1
2 votes
1 answer
3k views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
Java Developer's user avatar
3 votes
0 answers
162 views

Welcoming new players to an MMO game with veteran players who have amassed lots of wealth

One of the main problems in the game Knight Online has been that the servers that have been open for a long time have users with a lot of items. If I want to join as a new player, it is not logical ...
Our's user avatar
  • 131
0 votes
0 answers
95 views

minecraft like game server database arhitecture

Let's say we have a 2d map 500*500 tiles in size. And each tile is editable by players and has many states. So it's 250k tiles. The game is multiplayer online game. What would be the best approach ...
lxknvlk's user avatar
  • 236
0 votes
1 answer
207 views

What is the game design rationale behind forcing MMO players into gameplay styles they do not enjoy? [closed]

Most MMOs have a varied assortment of content. However, not everyone enjoys particular content styles. There are a lot of PvE players who don't like PvP, and vice versa. There are players who only ...
Nzall's user avatar
  • 755
0 votes
1 answer
237 views

MMO Chat system methods

I'm working on a little MMO game as a learning experience, the server coded in Python. When a player logs in it pulls their character data from a SQL db and into server memory. It then uses memory ...
user1022585's user avatar
0 votes
1 answer
113 views

Rest API as Remote Data Storage

I'm currently working on a minor multiplayer project which is made like a hacking simulator where your character can login to a "console"-like interface to permanently manipulate the system with ...
Poul A. M. Poulsen's user avatar
0 votes
1 answer
517 views

MMO Client-Server Spoofing Vulnerabilities

Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for. I read some ...
DiscreteTomatoes's user avatar
3 votes
2 answers
276 views

Can letting players take resources from others prevent inflation despite the lack of money sinks?

For a long time I've been idly thinking about a competitive game with strong collection elements with such a rule that players will win or lose resources at the expense of each other during each match....
gaazkam's user avatar
  • 977
5 votes
4 answers
1k views

If a MMORPG does not have a limit on the number of players, will all players eventually focus on the same server?

Consider a WOW-like MMORPG game. The only difference between it and WOW is that there is no limit on the number of players (Suppose that there is no limit on hardware performance and network bandwidth)...
chansey's user avatar
  • 159
0 votes
2 answers
301 views

MMORPG - Auction House and Bank Primary Keys

On to the next... So I've been sitting with the idea of how to better future proof my database tables when it comes to things like auction houses, inventories and banks. Q: Is it really necessary to ...
Francois Du Toit's user avatar
0 votes
1 answer
621 views

MMORPG - Representing Money in a DB table

Where to begin... I'm currently busy with a few Udemy courses on game development using Unreal Engine 4. My end goal is to develop an MMORPG that I've always wanted to play, but never found online. Q:...
Francois Du Toit's user avatar

1
2 3 4 5
8