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
200 views

Performance of programming languages and frameworks [closed]

I want to program an online 2D MMORPG with graphics like in this game. Since I develop in javascript and python mainly I chose python for my first games and the game library pygame which is pretty ...
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3answers
2k views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
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1answer
2k views

What's the most recommended transmission format using websockets for a MMORPG? [closed]

(note: I'm not asking for the supported formats in the RFC, but the format I should develop to send/receive the messages, say, in the Application layer). (note 2: Please help me retagging this post ...
5
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2answers
787 views

Visual Programming tool for creating game quests

I've found a question for visual script editing software tool for creating game behavior logic, but I am looking for something more flexible. I would like to configure the tool to make it produce code ...
0
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1answer
333 views

How to implement server side auto attack?

I'm writing a basic MMORPG and im trying to implement auto attack. At client side I send an AutoAttackMessage to the server. Should I send this message every X ms to the server, or juste one time ...
38
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15answers
7k views

MMORPG design for time-limited players

I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are ...
3
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1answer
2k views

Server Side Speed Hack Detection Techniques

I have a client side speed hack detection that initiates a timer on both the client and server on connection. When the difference becomes too much the client gets detected as using speed hack. But I ...
2
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0answers
118 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain venues....
1
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1answer
188 views

Level loading philosophy in MMO games

I've been working on project for quite a while, and I've returned to dilemma about level loading. The problem is i trust the client with it's local level loading, when it's done loading it tells the ...
0
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1answer
592 views

maps in a multiplayer diablo clone - unity3d

I'm messing around with unity3d free, trying to figure out if i can get away with using its readymade graphic engine. I have some problems figuring out how maps should be implemented/handled (the ...
1
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0answers
455 views

Scalable server for MMO [closed]

We are looking for the solution for game server for instantiating game instance on nodes. We tried to use this solution, but it has scalable problems, as you can see on diagram: Cause only 1 ...
0
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1answer
175 views

Is this specific server architecture okay for a multiplayer game? [closed]

So I am making a game in Node.js / HTML5. And I am really struggling to determine what an effective server architecture looks like? Right now I have a server for a multiplayer game ( I plan on ...
6
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4answers
2k views

Best practices for periodically saving game state to disk

I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their ...
0
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4answers
1k views

Could this MMORPG project-model work? [closed]

This is an extension of my previous question. Recently I had an idea of making an, as I could describe it, agile open-source player-financial-profitable MMORPG, which has an interesting (from my POV) ...
0
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1answer
55 views

Device and user progression conflicts

Im designing a game with both digital currency and player progression, but have hit a confusing snag, where I possibly can't be the first to come to a decent solution. To keep it simple, it's a ...
9
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3answers
2k views

How should I collect user behavior data in an MMO?

In an MMO, and I'm trying to collect data about user behaviors for the purpose of tweaking the game rules to achieve maximum user satisfaction. Clearly one way to do it is to hand-roll specific ...
4
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10answers
5k views

What are some examples of MMOs with small development teams? [closed]

I'd like to see a list of MMOs with small development teams in order to better understand where small teams have found a place for themselves. While examples of MMORPGs are of interest, so are games ...
1
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1answer
690 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
10
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3answers
774 views

What legal matters do I need to consider when releasing an MMO?

Let's say I've finished programming an indie MMO game similiar to Tibia. I've got: a stable server application ready to launch; a tested, bug-free, working client application ready to play; the game'...
3
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2answers
6k views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
2
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2answers
316 views

Processing periodical operations on the database [duplicate]

I program MMO strategy game (C# monogame) like Goodgame Empire or Travian for Windows Phone. The server part of the game will run on Windows Server and MS SQL database. I'm trying to figure out a ...
0
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2answers
96 views

most effective storage of logged information [closed]

I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method. To log when a player connects and disconnects to a the server it ...
6
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5answers
3k views

Methods of player retention and conversion in MMO games?

What are other retention and conversion (free to play to paying to spender) strategies in MMOs? I know some like promotions, social viral, content generation, intentional imbalance, perks and ...
12
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4answers
2k views

Game log format for MMO servers

A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
5
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1answer
1k views

I need to sell an almost-complete MMORPG project. How can I do that? [closed]

I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play ...
22
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4answers
3k views

Should I assign a unique ID to individual units of game currency?

I am currently making a MMORPG. At the moment, I am working on the currency part of the game but I'm confused whether I should assign a unique serial number for every unit of the currency generated. ...
10
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7answers
802 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
0
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2answers
490 views

In a multiplayer game, should I store the list of character names on the Player class?

I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on ...
1
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2answers
352 views

Can I have keyboard controls in an MMO and still do movement calcuation in the server?

I'm trying to decide between keyboard and mouse movement controls for a web-based multiplayer. It would be quite resource-intensive to use the WASD-keys and AJAX the server with controls every second. ...
14
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3answers
4k views

Anti-Cheat for MMOs issues and solutions? [closed]

Most online games suffer for this problem and there are some software companies out there to cover this but recently from what I've seen most companies are trying to avoid those programs creating ...
6
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1answer
280 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
2
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1answer
457 views

Is there an MMO-related research body? [closed]

I'm trying to find a research resource for MMOs -- preferrably where people send papers to be published, have conferences, etc. If nothing else, just a repository of articles would be nice. Is there a ...
1
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2answers
1k views

2D open world MMORPG; big map memory problem [duplicate]

I am developing an 2d open world mmorpg game for learning purposes, and have a issue with big maps. A year ago i developed 2d open world single player / co-op game. It saved map in chunks, and AI for ...
1
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4answers
278 views

Save “Explored Area” to SQL Database

For a strategy game, the area "already explored" has to be saved to a DB, so that the player can (upon resuming his game) see where he has already been. The game will be a mmo-game, so i have to ...
3
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2answers
2k views

Alternatives to storing all my entities in an SQL database

I've been trying to build my entity system based on pure SQL data storage as explained in this post series. The idea is that every entity or component is stored in an SQL table. I created my framework ...
1
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2answers
382 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...
3
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1answer
190 views

MMO: In-App vs. Website Purchase

Im currently writing a turn based start game, which will be played in an MMO style (players download clients, central server handling the game logic etc.) and now I need to decide how I charge my ...
2
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1answer
3k views

Browser UDP Relay with TCP Websocket

I'm wondering if this is possible and what obstacles I might face. I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
1
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1answer
1k views

Which toolkit to use for 3D MMO game development? [closed]

Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & ...
20
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5answers
3k views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
0
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2answers
687 views

MMORPG design question: Storing a tile map on the client computer, security concerns [closed]

in my game the client logs in and receives a map made of tiles (they differ in height and terrain type) from the server. I'm storing these tiles in a SQLite database on the client. The next time the ...
0
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1answer
426 views

How does MMO flash games works? [closed]

I want to know how does MMO flash games work, for example: Dofus and Club Penguin. I want to know if by ony using Adobe Flash and ActionScript you can do MMO games, or if there is other way to work ...
14
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5answers
1k views

How to nerf something without the player community hating you? [closed]

No matter how well you conceptualize an online game, there will always be certain gameplay elements which will turn out to be vastly overpowered and dominate the gameplay. The obvious solution in ...
11
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6answers
3k views

What is the name of the AI/algorithm used by most MMOs for monsters or mobs?

Is there a standard name for the (fairly dumb) AI that most MMOs use where you 'aggro' a monster/mob when you are within a certain radius of it, and the monster chases your character for a set amount ...
29
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10answers
13k views

Browser-based MMOs (WebGL, WebSocket) [closed]

Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games ...
62
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10answers
33k views

What kind of databases are usually used in an MMORPG? [closed]

Do people write their own DB for some reason?
5
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3answers
3k views

Using a web service for multiplayer games?

I've been looking into web services for making multiplayer games and was just wondering how feasible would it be? What I would like to do is make a simple MMORPG that uses a turn based fighting ...
4
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2answers
1k views

MMO, server-side line of sight

I am working on a simple tile-based multiplayer game. I am rather experienced programmer, but not so experienced game developer. The players will see each other depending if there is a blocking ...
11
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2answers
7k views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
0
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1answer
492 views

Structure examples for web-based chat for web-based game [closed]

What would be the best tools to use to create a web based chat/messaging system ? for client we have : Browser (any JS solution - preferably without using flash like in jsocket) for server we have : ...