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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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, ...
-1
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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 ...
36
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7answers
10k views

What makes MMOs with real-money economies legal?

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
13
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6answers
7k views

Why should I forbid real-money trading in my MMO?

I am soon going to go public with an MMO game, and I am currently in the progress of writing the terms of use I expect players to follow (no swearing, no spamming, no cheating... you get the point). ...
-1
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1answer
193 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 ...
30
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4answers
4k views

What has stopped MMORTS games from being successful? [closed]

We all know that there have been attempts to create commercially successful MMORTS games, but all have failed. By failed, I mean that they didn't get really popular in the gaming community. Why is ...
1
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3answers
196 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. ...
6
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2answers
3k views

MMO architecture - Highly Scalable with Reporting capabilities

A friend of mine is asking me to help out on a project of his, I have done a small amount of game development before, but mainly do application and enterprise development these days. He is asking me ...
2
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2answers
266 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/...
3
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1answer
336 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 ...
1
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2answers
616 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, ...
1
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0answers
90 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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0answers
267 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-...
3
votes
1answer
376 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 ...
4
votes
0answers
411 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 ...
3
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1answer
75 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 ...
7
votes
4answers
2k views

Persistent game where you program your own bot(s) [closed]

I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script). A sort of RTS but for bots. Does that even ...
26
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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 ...
7
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1answer
2k views

MMO Collision detection

I am building a MMO game server for a 2D game and am currently implementing the collision detection, and I am would like to know what I should do. Lets say I have 1000 players playing and 10,000 ...
3
votes
1answer
822 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
votes
2answers
301 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 ...
1
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2answers
190 views

2d mmo open world connection and reconnection

I am trying to create an 2d html5 open word (the sprite does not have any fancy flare, just shapes around) with only maximum of 10 player at once. My question is how to create a seamless join for new ...
0
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1answer
237 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 ...
9
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2answers
5k views

Information on seamless MMO server architecture

I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
1
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1answer
201 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 ...
4
votes
1answer
1k views

Client-side login and password save

I'm wondering what would be the best way to store password and login in the client. Many people complain that they need to re-enter this every time they log in and they want me to make a way to save ...
1
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2answers
217 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 ...
3
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0answers
127 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
193 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 ...
26
votes
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 ...
9
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5answers
930 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 ...
1
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3answers
500 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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2answers
186 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 ...
3
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3answers
1k views

what is the most popular mmorpg game that has an out-of-game api? [closed]

World of Warcraft is off the table, because of the "WOW Glider Lawsuit" of 2008. Also see: Where is Blizzards official World of Warcraft API? Eve Online has an API But, what is the MOST popular (in ...
2
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1answer
234 views

Are there alternatives to ChatBlade similar in features? [closed]

ChatBlade is an MMO middleware for handling client side chat in (massively) multiplayer environments. I am looking for a royalty-free, cheaper (<1k) alternative (C++ or dll preferred) that would do ...
7
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2answers
3k views

What are some good MMO middleware server packages? [closed]

If you have any experience with any MMO middleware packages and have any positive or negative experiences with them, your feedback will be appreciated. Specifically I'm looking for server packages. ...
7
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4answers
2k views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games)....
1
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1answer
643 views

3D space game development [closed]

I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and ...
-5
votes
1answer
617 views

Writing a Massive Multiplayer Onlinegame by Own [closed]

I wonder how long it will take a single person to write a complete MMO engine. Is this possible? This question is only about the engine development. There will not be a lot of models or level design ...
8
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9answers
3k views

MMOs based on .Net? [closed]

Are there any real MMOs where the server engine is based on .Net?
7
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4answers
980 views

Need an engine for MMO mockup [closed]

What I don't need is an MMORPG engine, at the moment. What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so ...
3
votes
1answer
276 views

Optimised server structuration

I've been wondering a lot lately about how to make an optimised server structuration, and i came to the conclusion that i severely lack knowledge on the subject. I'll be doing this with either C, C++ ...
2
votes
1answer
505 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 ...
112
votes
22answers
70k views

Why is it so expensive to develop an MMO? [closed]

I want to develop an MMO, like World of Warcraft, but some basic research says that it is going to take a lot of time and money. I'd like to know why. Why is it so expensive to develop an MMO?
1
vote
1answer
765 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 ...
4
votes
4answers
6k views

Is running cron jobs every minute a good practice for browser-based games?

I'm trying to create a browser-based game (made in PHP, MySQL, Js, HTML, and CSS) that is heavily dependent on user's actions being carried out after a certain amount of time passed whether online or ...
0
votes
1answer
827 views

How to reduce the CPU usage during the state preservation phase in my MMO?

I'm writing small MMO using Boost library. I want to make it non-target game, but I'm having trouble saving the previous game state. I don't know how to implement the game world, NPCs', and players' ...
0
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0answers
315 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 ...
5
votes
1answer
2k 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 ...
1
vote
2answers
231 views

MMORPG Server [Visible service]

Is there an algorithm for collecting the list of [to_spawn][to_despawn][to_send_movement] players from world on player movement from point A to B. I have list of player in world. I have function that ...