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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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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2answers
37 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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0answers
51 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 ...
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1answer
130 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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3answers
739 views

How can I represent location in a massive world?

I've been thinking about No Man's Sky a lot recently and all the technical challenges they must face. For example, how on earth do you store a players location in a world that is so enormous? I ...
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1answer
218 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 ...
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0answers
23 views

How to implement a system like the draft from NFL/NHL/NBA for an mmo?

I want to build a soccer manager mmo and I'm currently thinking about how to get young players into the game. The classic way would be to invest into the youth and produce better youth players each ...
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2answers
78 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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3answers
9k 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 ...
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2answers
129 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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1answer
177 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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1answer
115 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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28answers
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
109 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: ...
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1answer
19 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 ...
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0answers
77 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 ...
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0answers
40 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 ...
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1answer
57 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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1answer
42 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 ...
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0answers
43 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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0answers
76 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 ...
2
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1answer
568 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 ...
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0answers
107 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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0answers
36 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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1answer
139 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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1answer
4k views

What exactly is a lobby in technical terms?

I've searched afar in google but it seems to have different technical meaning for different games and game engines. what I know is a lobby is a space where people come together and then when certain ...
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2answers
2k views

is it possible to make a MMO starting with scalable hosting?

I made a really basic 2D RPG. I want to know whether I can turn it into a free to play MMO. I cannot afford to rent a server with enough capacity to serve a big number of players but I'm wondering ...
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1answer
68 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 ...
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1answer
43 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
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1answer
164 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
209 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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4answers
554 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
10k 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 ...
22
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7answers
38k 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
141 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
129 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:...
22
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5answers
13k 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
122 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
351 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 ...
0
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1answer
134 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 ...
186
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34answers
32k 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 ...
33
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8answers
5k 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 ...
10
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5answers
516 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 ...
0
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1answer
255 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
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1answer
183 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
135 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 ...
2
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3answers
668 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 ...
0
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1answer
135 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 ...
3
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2answers
228 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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