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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4 answers
5k 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 ...
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0 answers
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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 ...
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2 votes
2 answers
173 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 ...
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2 votes
1 answer
78 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 ...
1 vote
1 answer
194 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 ...
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0 votes
1 answer
146 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 ...
1 vote
1 answer
80 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 ...
0 votes
1 answer
462 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 ...
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1 vote
0 answers
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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 ...
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1 vote
4 answers
383 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 ...
0 votes
0 answers
92 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 ...
1 vote
0 answers
74 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 ...
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2 votes
0 answers
41 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 ...
1 vote
1 answer
264 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, ...
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0 votes
1 answer
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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 ...
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1 vote
1 answer
159 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 ...
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0 votes
0 answers
718 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 ...
0 votes
2 answers
370 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 ...
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1 vote
1 answer
657 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 ...
0 votes
2 answers
109 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 ...
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0 votes
2 answers
499 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 ...
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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 ...
1 vote
0 answers
113 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: ...
0 votes
1 answer
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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 ...
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0 answers
410 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 ...
1 vote
0 answers
49 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 ...
0 votes
1 answer
109 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 ...
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1 vote
1 answer
152 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 ...
0 votes
0 answers
78 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 ...
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0 answers
200 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 ...
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2 votes
1 answer
2k 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 ...
3 votes
0 answers
139 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 ...
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0 votes
0 answers
46 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 ...
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0 votes
1 answer
170 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 ...
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0 votes
1 answer
129 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 ...
0 votes
1 answer
77 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 ...
0 votes
1 answer
308 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 ...
3 votes
2 answers
232 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....
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5 votes
4 answers
801 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)...
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0 votes
2 answers
182 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 ...
0 votes
1 answer
280 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:...
28 votes
5 answers
16k views

How does mmorpg store data?

I want to use sql database in my server.exe. lets say 1000 users online. And players will change their data when they play. And server need to save these updates. But how ? i think there two way: ...
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0 votes
1 answer
256 views

Storing Users Character in MySQL Database

Just asking a quick question about storing Characters in a database. I am currently implementing a MySQL Database to store character data, using this current structure Character Table: ...
0 votes
0 answers
485 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 ...
1 vote
1 answer
128 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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0 votes
1 answer
431 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 ...
0 votes
1 answer
278 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) ...
10 votes
5 answers
589 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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1 vote
1 answer
225 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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0 votes
1 answer
291 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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