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
338 views

Synchronization between server's value and the one showed in a stat bar (health, stamina, mana…)

I am trying to implement a stamina system for my mmo. In few words, I computed everything on the server that then notifies the client. On the client I have a stamina bar that shows the stamina amount. ...
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2answers
498 views

Bartle taxonomy formula

Anyone knows the formula inside the Bartle Test of players taxonomy? I need to do the test, but I need the weight of each question to make something more accurate and trustworthy to the real test... ...
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2answers
109 views

Allow Pushing|Boosting in free browser MMOGs? [closed]

There seems to be a set of rules (or game design criteria) common to free MMOGs, to encourage fair competition. One such rule is that each player may have only a single account (despite the difficulty ...
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2answers
170 views

Long distance walking and fast travel

I'm developing a sort of ’social mmmo’ where people build an avatar and chat with people around them, carryout tasks together, and play team games. At the moment I have a product I want to release to ...
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2answers
207 views

The most correct/efficient way to update millions of entities that change over time in an mmo?

We have a server and a database in the cloud. We have a game where each player can grow a farm on a massive x,y grid. Each hour is a grow cycle. All players can harvest anyone's plants. Player A ...
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1answer
3k views

How do MMO servers handle a large concentrated number of players?

I have a pretty good understanding of how to scale servers but there's one thing I can't quite be sure about is how to manage a lot of players in a concentrated area. If I have a server which is ...
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0answers
83 views

How to handle player actions in a multithreaded gameserver

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
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1answer
91 views

Best approach to develop a mobile version of existing browser mmo game?

our team has developed a MMO browser game (HTML5, Javascript & PHP). The game is similar to Empire GG, Clash of Kings, Game of War etc. We want to develop a mobile version and the question is ...
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0answers
299 views

Thread per connection or thread-pool in a MMO server?

So I'm writing this MMO server, and I'm really struggling in this topic. I'm writing a fast paced MMO, and the server max players would be 800. I have read that one thread per connection is not a ...
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2answers
298 views

Adding collisions to a 3D mmorpg game

I'm creating a mmorpg game with a little team, and we want to add a player-objets collisions system. We want players to be able to walk on a heightmap ground, and walk/be blocked by objects. I found ...
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1answer
3k 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 ...
26
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4answers
6k views

Can inflation exist in a fixed price Mmorpg world?

Assumptions: Crafting materials are infinite. Limit is player boredom. Players can only trade through the auction house. All prices are fixed. Players cannot decide arbitrary prices. Goods in auction ...
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1answer
337 views

Segmenting an MMO market

I've been considering a segmented market for an MMO: There is a different market for each in-game level (Level 1 players can only buy/sell items from the Level 1 market) If a player levels up with ...
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2answers
3k views

Game Server on Windows Azure

What do you guys think of using Windows Azure for deploying a custom built game server. It's being built in C#, and I want to get a few things down before stretching too far into the project. I like ...
6
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5answers
1k views

Designing MMORPG with secret quests that can remain secret for a while

First of all, I know how difficult it is to design and build MMORPG game. I do not plan to do it anytime soon, this is more of an exercise to stretch my design muscles. Just a thought experiment ...
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1answer
645 views

HTML5 realtime MMO games, should I do server side physics update or client side?

I am using socket.io and HTML 5 canvas to build a MMO game as a practice. I finished the client side first and currently I am working on server side. Apparently the position/physics update is on ...
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1answer
165 views

MMO server use mysql offline?

Im going to write an MMO server for a game, however in my last attempt to do this I used mysql with xampp-server and the game-server was getting the data offline tru mysql(xampp server was offline). ...
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1answer
4k views

Is Game Maker capable of creating my MMORPG? [closed]

I have an idea for a turn-based game MMO, and before starting the conception, I need to know if GameMaker is the right program to use. I already took some advice from this question, and I do not wish ...
6
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2answers
454 views

synchronizing client-server actions

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
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3answers
3k views

Multiplayer game servers architecture

I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
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1answer
951 views

real-time multiplayer server, interpolation and prediction validation

I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
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1answer
181 views

Quake style snapshot system for an MMO?

I'm making an MMO style game in my spare time for kicks, I've been researching more and more into networking for video games and I've mostly been learning about Quake and Sources networking ...
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1answer
508 views

Structure of server on MMO mobile game

I'm working on Unity and I use node for my serverside. I'm starting a multiplayer project on mobile. I'm searching for a good structure for my game that how server controls the events. For example my ...
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2answers
192 views

C++ MMO: Best approach to store creatures in a multi-level world map for the purpose to find spectators

I'm developing a game which is a multi-level game, my game can have a maximum of 15 floors, and a fixed amount of tiles width/height. Each tile in the map can have a creature. All fine until here; I ...
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1answer
197 views

MMORPG networkconnection like Vindictus [closed]

to be honest, I like to make "small" MMORPG with my frends. We are 4 guys and are using Unity3D and Blender. I am a Programmer and I am using Eclipse. I know, it's silly to start a Question like "How ...
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1answer
596 views

Lost in Development [closed]

My name is Julian Ngolla. I am a 20 year old biology major who is a junior at Hunter college in NYC. In other words i am constantly busy and am basically broke. Ever since i was a kid me and my ...
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4answers
3k views

What are the reasons for MMOs to have level caps?

In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to ...
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0answers
189 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
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5answers
2k views

Are there any good html 5 mmo design tutorials? [closed]

Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg ...
12
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2answers
3k views

Storing coordinates of every object in server side in MMOs

In an MMORPG: Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection? If so, what would be a feasible way to store such a huge ...
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1answer
158 views

building timers in strategy games

I've got a web-based strategy game in which you build a city. Coding is smooth, but I'm kind of hung up on how long it takes my buildings to build. I want to keep the user playing, but have them long ...
5
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3answers
7k views

What languages are required for an mmo browser game? [closed]

What 'Things' are required for this sort of game? I understand java, c++, javascript, and objective c (iphone programming) fairly well, however I know nothing about networking programming, but I do ...
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1answer
304 views

MMO pricing model

How do companies that have a monthly subscription come up with what the monthly price will be? For example Blizzard worked on WoW for many years and then came up with $15/mo. What all goes into ...
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1answer
210 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
3
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1answer
306 views

Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
3
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3answers
3k views

NoSQL (CouchDB) database design for MMORPGs

Are there any pratical examples of database implementation for an MMORPG in CouchDB? Even a detailed thesis? I've looked but found very little on practical examples and not even find any good UML ...
2
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0answers
278 views

Appropriate MMORPG battle system for Android-oriented MMORPG? [closed]

I need a tip for a game I'm making. Because of many issues I want to make a 2D mmorpg: A 2D game is easier to code (I'm using ActionScript3 / Starling). I can more likely find preexistent graphics, ...
3
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2answers
880 views

Are sockets required when developing a browser based MMOG?

I'm in the very early phases of developing a browser based MMOG, kinda like this game but not as cartoonish and with more features. I'm an experienced web developer, yet not once have I ever used ...
2
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1answer
330 views

In a tile-based MMO, how do I decide which players need to receive what updates?

I am planning a tile based MMO, like Tibia or top down Minecraft. I'm using a client-server model. I've got almost everything figured out, with a notable exception of state updates. When information ...
1
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1answer
899 views

Server/Client architecture

I have high experience In Java and Networking. Our team have built a effective server that can create thread-pools managing many players. But we have hit a brick-wall. The way our server works is that ...
5
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2answers
568 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 ...
11
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5answers
2k views

Is there a way to make a dynamic world such as a MMORPG horizontally scalable?

Imagine a open-world of 500+ players with data changing as fast as 20 updates/player/second. Last time I worked in a similar MMORPG, it used SQL, so obvioulsy it couldn't query the DB all the time. ...
8
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6answers
4k views

How come the 3d graphics and animations of MMORPGs are usually worse than non-online 3d games? [closed]

I have noticed that in general it seems like the 3d graphics and animations for MMOs and MMORPGs seem not as seductive and polished as the graphics for normal, non-online 3d games. How come this is ...
0
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1answer
154 views

MMO - Boss Action Distribution

I was considering how MMO mechanics work and especially how NPC/mob decisions are calculated and distributed among players. Say for example that you have a team of 5 fighting a boss. The boss's ...
12
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4answers
4k views

How often do big MMORPG update the physics? [closed]

As far as I understand, most big games use fixed timestep to have a stable simulation. Regarding the game server, which "frame rate" do they impose? Or said it another way, what fixed timestep do ...
15
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3answers
4k views

Should I keep login server apart from game server?

I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s). ...
19
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3answers
5k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
2
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0answers
648 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
4
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1answer
543 views

How do we attract more developers and other Volunteers to our Open Source MMO Emulation Project? [closed]

I am on a small development team that is tasked with completing the server side programming for an Open Source MMO project that has been in progress for about 5 years now. Approximately a year ago we ...
2
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1answer
559 views

Which is the better way to distribute server workload for MMO server?

I'm making a server for MMO in Unity, which implies that I'll have a big world, split into maps which will be on different servers (to distribute the workload), managed by one master server. Now I ...