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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1answer
82 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
27 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 ...
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1answer
40 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 ...
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2answers
160 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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1answer
117 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 ...
111
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26answers
27k 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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0answers
36 views

Implement MMO like character movement without a full-fledged physic enginge?

Question: How can I implement World of Warcraft / Guild Wars 2 / etc like player movement, including jumping, without using a full-fledged physic system for my multiplayer game since players only ...
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4answers
469 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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4answers
9k views

Why are so many games not fully voiced?

I'm wondering why so many MMOs are only partially voiced? I asked makers of games (Thimbleweed Park, in their Q&A) how expensive voiceover is, and they said it wasn't especially expensive unless ...
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6answers
1k views

Is it possible to have vehicles with physics like GTA in an MMO game? [closed]

I haven't seen any MMO games with vehicles with realistic physics and that could achieve high speed, why? Is it because of network bandwidth limitations? Second Life has vehicles, but physics are ...
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7answers
35k views

What languages are used to develop MMORPGs like EVE Online and WOW? [closed]

As I understand it, MMORPGs are games that run on your computer like any other normal 3d video game but, with each action that happens with in the game, changes are made to the universe via HTTP calls ...
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2answers
110 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 ...
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1answer
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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:...
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5answers
10k 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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1answer
57 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: ...
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0answers
192 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
117 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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1answer
58 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 ...
185
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34answers
30k views

How do you prevent inflation in a virtual economy?

With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...
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3answers
1k views

OOP implementation of BUFFS and Stats. Suggestion

I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
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8answers
4k views

Does an inventory limit in an MMORPG make sense?

I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of ...
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0answers
120 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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5answers
456 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
155 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
127 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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1answer
100 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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3answers
298 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
94 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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2answers
207 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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10answers
2k views

How do/should MMOs handle disconnection during PvP?

In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
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1answer
226 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
130 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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2answers
83 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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0answers
123 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
909 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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1answer
357 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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1answer
580 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
2k views

MMO Proxy Server

I am building an MMO and someone told me I should never have my application interfacing directly with the net, and that I should have a local proxy. This makes sense, with security issues and scaling ...
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1answer
77 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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2answers
97 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 ...
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1answer
332 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 ...
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1answer
101 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
169 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
370 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
651 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
305 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
254 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
200 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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5answers
3k views

Polygon count target range for MMO being released in 2 years

What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, ...
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1answer
142 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 ...