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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8
votes
4answers
2k views

How should chat be transmitted and stored in an MMO?

Players in MMO games can usually send messages over different channels (private, public, guilds, et cetera). How would I transmit and store this data so as to prevent outside users from being able to ...
8
votes
2answers
520 views

Why would an online MMO throttle actions per day?

I started playing Die2Nite and was surprised that it has such a strict limit on the number of actions per day. After a while, I figured it was just part of the charm. I also started playing Magic ...
1
vote
1answer
677 views

Tracking player location in realtime 2d mmo

I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
2
votes
1answer
305 views

MMORPG Entitiy handling on different maps

Is this a good approach for a MMORPG entity handling on different maps? Map Structure and entity existece: A map is basically a parent node in a scene graph. There's one map for each town, room etc. ...
8
votes
2answers
7k views

MMORPG server-side java architecture

I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, etc.)...
1
vote
1answer
328 views

What tech will enable a script to run after a certain amount of time elapsed following a user's action?

I'm trying to experiment in creating an MMO browser-based game using PHP, MySQL, Javascript, HTML5, and CSS. There is this certain functionality that I want in my game that I'm having trouble with. ...
-1
votes
1answer
10k views

How do I start writing an MMO game server? [closed]

I am developing a multi-player on-line game. I just started coding the server but I have no idea how to do it. Do I have to use threads ? And if i do, do I need one thread for every client? Knowing ...
-1
votes
3answers
2k views

MMORPG with level system like The Elder Scrolls [closed]

Why arent there any MMORPS with a leveling system like the elder scrolls? (Leveling skills/stats by using them and upgrading your character level at X skill lvlups) And what are the Pros and Cons of ...
14
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2answers
4k views

Is this the right architecture for our MMORPG mobile game?

These days I am trying to design architecture of a new MMORPG mobile game for my company. This game is similar to Mafia Wars, iMobsters, or RISK. Basic idea is to prepare an army to battle your ...
1
vote
2answers
238 views

MMOFPS Player Positions [closed]

I'm working on a MMO game project. I have a question about MMOFPS game architecture. (I have basic network knowladge) (MMOFPS) I want to send player position to other players(clients) and other ...
3
votes
2answers
2k views

Stronger Hack-proof MMO Game Comparison: Game Client Based Vs. Via Web Browser [duplicate]

I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...
6
votes
1answer
2k views

MMORPG game map in-memory storage techniques

For 2-3 years I've been interested into MMO development. I'm browsing some emulators source codes and open source projects. Usually I'm checking how the game server stores data about the 2D map. ...
1
vote
0answers
457 views

How to integrate Javascript into C# and run scriptcode step by step

We are currently working on a Pokemon MMO trying to figure out how to implement an asynchronous scripting language the best. We don't want to work with threads or tasks, but the goal was to wait for ...
0
votes
1answer
166 views

The game-server model to handle user actions

I'm starting to work on a mobile game that will have a server-side part (to handle user's interactions between them) and, of course, the client (game itself) part. It's not meant to be a browser game ...
6
votes
3answers
434 views

How to make sure user is running the newest version of mmo client?

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
5
votes
5answers
2k views

PHP Browser Game Question - Pretty General Language Suitability and Approach Question

I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and ...
32
votes
8answers
5k views

Profanity filter for an MMO chat

We are developing an MMO using Smartfox Server. The targeted audience is kids from 7 -12 years. There is a global chat option in this MMO. Whatever the user types in a textbox get displayed next to ...
2
votes
2answers
553 views

Integer vs String for “type” data in data-driven games

I've been developing a few mobile games, in which those games fetch their data from a server-database. I'm used to storing "type" values as an integer identifier, and an enum in the client to ...
0
votes
2answers
2k views

Online MMO collision detection for players & walls

Let's assume the following: I have a server which stores the player's position (float x, float y, float z) Client sends the server it's updated position ever 250ms or so. Server has bounding boxes ...
6
votes
3answers
873 views

Building an instance system

I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, with its instances (dungeons/raids/etc). ...
3
votes
7answers
6k views

List of Anti-Cheat Packages for MMOs? [closed]

i would like to start this topic for programs to counter-attack link text. I am not aware of a big list but with everyone's help i hope to make this a fine topic. Posting format: NAME: nProtect ...
0
votes
2answers
2k views

How many database connection should use in a MMO game server?

Game server links to database, how many database connection should use? The data update works like this: update role object to database every X minutes, commit all updates every Y minutes. There are ...
1
vote
2answers
577 views

Networking dynamic game worlds

I'm working on a 3D massively multiplayer space game in C++ and I'd like some advice from experienced game developers. Essentially, the world (universe) simulated on the server is absolutely dynamic, ...
1
vote
1answer
914 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
3
votes
2answers
884 views

2D destructable terrain with collisions in MMO

Task What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine. Basically lets say ...
18
votes
4answers
6k views

Why do MMORPGs still use multiple servers?

MMORPGs, some MOBAs like League of Legends or even StarCraft 2 usually force you to pick a server. Usually they are US, EU and SEA, in MMORPGs many per location. I can see that that was necessary a ...
1
vote
2answers
965 views

Most suited technology for browser games? [closed]

I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client ...
13
votes
6answers
3k views

Recommended RPG game that can be used to learn game Modding? [closed]

I would like to learn game development via game modding. RPG/MMORPG is one of my favorite genres. Could someone recommend me a good and recent ( I would like to play the game as well) game to learn ...
0
votes
1answer
235 views

Server costs and back loading for mobile devices

A company approached me to design an MMO for the mobile platform and I have the perfect idea for them. My question is how much would a server for a FTP game that has both a PVE element and PVP cost? ...
-1
votes
1answer
166 views

How are dependant quests generated in Guild Wars 2? [closed]

I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to ...
3
votes
3answers
3k views

MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the ...
1
vote
1answer
743 views

Client-Server MMOG & data structures sync when joining / playing

After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...
1
vote
5answers
4k views

multi-thread in mmorpg server

For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At ...
2
votes
3answers
484 views

How to store and update data table on client side (iOS MMO)

Currently I'm developing an iOS MMO game with cocos2d-x. The game depends on many data tables (Excel file) given by the designers. These tables contain data like how much gold/crystal will be cost ...
-5
votes
1answer
140 views

MMO market (subscribe model, not play for free) [closed]

What mmo games do you know (play) with WoW-like monetization-subscribing (not play 4 free)? And how many active gamers playing them and what cost of each of them? Thank you!
7
votes
1answer
1k views

MMO Data Persistence Question

I wanted to ask a question regarding data persistence strategies for an MMO. I have some experience in the games industry with social synchronous games. At Zynga, we stored static proto data in XML ...
5
votes
4answers
2k views

MMORPG game balancing

I've seen a couple of examples of some game balancing techniques in books yet they are not comprehensive and not particularly aimed at MMORPGs but I'm looking for practical examples of game balancing ...
1
vote
1answer
966 views

Preventing item duplication?

For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a ...
-6
votes
1answer
1k views

World of Warcraft like C++/C# server (highload) [closed]

I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean ...
3
votes
1answer
280 views

PHP city-sim castle layout

I am currently contemplating the layout system for my php based game but i've run into a couple of worries. So my idea is a 9X9 grid where the center 3X3 are inner castle. The inner castle will be 6X6 ...
3
votes
2answers
1k views

game-state update structure and distribution in MMO?

I'm developing an MMO, which has to maintain a global game-state. Now I want to distribute the updates, which the players make to this state, to players which can see those updates (area of interest ...
1
vote
7answers
2k views

Method for creating a next gen MMORPG out of thin air? [closed]

Update August 2012: thank you all for your answers. I started small as suggested, creating first a Facebook Game about it, the next step will be to port it later on PC for a 3D version, and much later ...
3
votes
2answers
210 views

Making online battles take time

Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer. Another player gives orders to his 10,000 strong army to walk to the ...
1
vote
0answers
240 views

Virtual World Plaforms and Unity3d [closed]

I'm moving in the direction metaverse developing. A few years back I wandered around in Second Life and found it entertaining for a New York minute. Now, I'm set to plunge into the Virtual World/MMO ...
2
votes
1answer
269 views

Non-random enemy movement implementation

I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its ...
2
votes
2answers
565 views

What is the proper term for “permanent world”?

How to name the fact that for a MMO game there's one big session, the same things are happening for all the players, you log out and after two days log in to the same place as the same person ? I'd ...
0
votes
1answer
1k views

Language and learning of an MMO Game server [closed]

I am creating a MMO using XNA framework for the client and want to create the server using .Net sockets in C#. I am not a total rookie to network programming, but I am having trouble finding resources,...
3
votes
2answers
1k views

Node.js MMO - process and/or map division

I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of ...
3
votes
1answer
271 views

How many UDP ports for an MMOFPS

I'm designing an MMOFPS. I'm not sure whether to use one UDP port for all clients or one UDP port per client. Or is there another alternative? Currently UDP is only being used for position data (X,...
-3
votes
1answer
2k views

Extremely simple online multiplayer game [closed]

I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...