Hot answers tagged

158 votes
Accepted

How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

Fees & Taxes One common way to deal with this in real economies is to add a periodic fee that redistributes hoarded wealth back into the community. A few forms this can take: Wear on gear items ...
DMGregory's user avatar
  • 134k
88 votes
Accepted

Why are so many games not fully voiced?

Because voice acting is more expensive than just the payment for the actors. It's not just the voice actors you need to hire. First, you need to find voice actors which are suitable for your roles. ...
Philipp's user avatar
  • 119k
86 votes

How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

There is a critical flaw in your system. You assume players will play forever. In the real world, this is the case. "Players" keep "playing" the game until they die, and then their remaining wealth ...
Philipp's user avatar
  • 119k
66 votes

What's the performance benefit of saving all logged in characters in MMOs in regular intervals?

This is not for performance. This is a failsafe. If the world saves every few minutes, then if something happens to the server and it shuts down everyone will only lose a few minutes' progress. By ...
Aric's user avatar
  • 595
58 votes

Can inflation exist in a fixed price Mmorpg world?

The problem with this system is that it just fights the symptom, not the cause. Inflation means that money loses value, because players have too much of it. It's not the items which become more ...
Philipp's user avatar
  • 119k
49 votes
Accepted

How to handle a large number of pickups in a MMO game

By simply only loading those parts of the world into memory which are close to the player. Anything else is suspended to hard drive. When there is a tiny object laying around two kilometers away, then ...
Philipp's user avatar
  • 119k
35 votes
Accepted

How do online games handle frequent updates?

While web applications tend to store everything in the database immediately, games work a bit differently. Any information pertaining to the players currently in the game is stored in the RAM of the ...
Philipp's user avatar
  • 119k
27 votes
Accepted

Can inflation exist in a fixed price Mmorpg world?

Publilius Syrus clearly stated it already in ~100 BC: Everything is worth what its purchaser will pay for it. Adam Smith explained why: prices represent an intersection of supply and demand curves. ...
MSalters's user avatar
  • 884
26 votes

Bandwidth cost / hour for one MMORPG player

Your calculation makes a couple mistakes which might change your actual traffic and bandwidth requirements a lot. Not every information needs to be updated with the same frequency For example, the ...
Philipp's user avatar
  • 119k
22 votes

How to handle a large number of pickups in a MMO game

You have two very different things to manage: The server must manage the entire world, in an authorative manner. For that, communication with N clients (where N is "massive") is necessary. The client ...
Damon's user avatar
  • 1,384
20 votes

How does mmorpg store data?

1000 player may or may not be a problem. It depends on how often you need to update the database. However there is a simple solution: put the database on its own server. I had a peek at how the ...
Theraot's user avatar
  • 26.2k
19 votes

Bandwidth cost / hour for one MMORPG player

Note: This answer was written for an earlier version of the question which lacked any details about what the project was actually about. While it does not answer the new version of the question ...
Philipp's user avatar
  • 119k
15 votes
Accepted

Storing coordinates of every object in server side in MMOs

Independent of feasibility (yes, depending on scale) there are often better or easier ways. For instance, in your typical MMO, the server really only needs to know about the coarse navigation map ...
Sean Middleditch's user avatar
14 votes

Why are so many games not fully voiced?

One element the other answers have not touched on is size. Sound files are substantially larger than text files. Every single spoken line is that much more data that must be downloaded to the player'...
Xavon_Wrentaile's user avatar
14 votes

How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

Background In the real world, there are (almost) no Scrooge McDucks. Instead rich people invest most of their surplus money, i.e., they lend it to other people. Suggestion Let x be the amount of ...
Wrzlprmft's user avatar
  • 245
12 votes
Accepted

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

I'd propose a very easy solution. Hierarchical Quest Requirements Basically, your quest prerequisites are: A state/states the player has to be in ( 10000 reputation with PotatoCows + 10 quests ...
Jordan Georgiev's user avatar
9 votes

Lost in Development

The next step would be to secure a budget of several million dollar to hire a team of a few hundred experienced people, because that's what it would take to create the greatest game ever. Do you have ...
Philipp's user avatar
  • 119k
9 votes

Why are so many games not fully voiced?

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over. Synchronizing animations are another problem. When you ...
starikcetin's user avatar
  • 5,265
9 votes

What makes MMOs with real-money economies legal?

When you allow players to not just pay you money but also get out money, your game can easily fulfill the definitions of both banking and gambling which are both heavily regulated in many ...
Philipp's user avatar
  • 119k
9 votes

What makes MMOs with real-money economies legal?

My question is why are there not more games which take this approach of a game economy tied directly to real money? I think the answer lies in what a game is. To most people, a game is something ...
Peter's user avatar
  • 9,965
9 votes

Fair monetization of a MMO with a simulated economy

How can I monetize this game? Traditionally, there are four methods to monetize an MMO: Buy the game, play forever. In this model you will get a lot of capital on release, but then you won't have a ...
Philipp's user avatar
  • 119k
9 votes
Accepted

How can I reward dungeon masters that take risks?

This system might be more auto-balancing than you think. Players in MMORPGs will always go to the dungeon which gives them the most reward per hour of playtime. So if a dungeon master creates a ...
Philipp's user avatar
  • 119k
8 votes

How does mmorpg store data?

Both approaches are used with MMORPGs. Keeping everything in memory and periodically check pointing it to disk seems to be the most popular option, at least for older games. It has the advantage of ...
Ross Ridge's user avatar
7 votes

Storing coordinates of every object in server side in MMOs

Yes - it is feasible. MMOs often split the game world into multiple areas, as this makes the job easier, but you can still do it with 1 massive area - you just need to use a good spatial partitioning ...
Causeless's user avatar
7 votes
Accepted

How Many Threads is 'Too Many'?

What matters is not the number of threads, but their CPU time Probably you do not need your threads to have full utilization. If you do, get better hardware. In fact, you can use CPU utilization as ...
Theraot's user avatar
  • 26.2k
7 votes

How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

Provide your Scrooge McDucks with an alternative commodity they could hoard instead of money. E.g. sell super-expensive unique items from time to time, or give people visible achievements for ...
Dmitry Grigoryev's user avatar
7 votes

Multithreading MMO Server. A thread per area OK?

I think this might be a viable architecture. The biggest source of bugs in multithreaded applications is shared access to data. So when the rooms have little to no communication with each other and ...
Philipp's user avatar
  • 119k

Only top scored, non community-wiki answers of a minimum length are eligible