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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
  • 126k
87 votes
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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
  • 117k
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
  • 117k
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
  • 117k
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
  • 117k
35 votes
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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
  • 117k
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
  • 117k
24 votes

How often do big MMORPG update the physics?

I've worked on a couple of game servers, including a suite of them for an MMO. In general, they don't have physics at all. In the few situations where physics are necessary (jumping, primarily) we ...
Trevor Powell's user avatar
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
  • 1,374
19 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
  • 22.1k
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
  • 117k
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
11 votes

How often do big MMORPG update the physics?

Besides the other good answers given, I want to add the fact that some physics commonly is not driven by the server or even know about by the server and is a common trick to make the world seem more ...
Alan Wolfe's user avatar
  • 2,363
10 votes

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

One of the reasons why there are protections is that reading the game state could allow bots to know the state of the game and act accordingly. For instance, grinding in a MMO: if the "bot" knows ...
Vaillancourt's user avatar
  • 16.1k
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
  • 117k
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
  • 9,945
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
  • 5,140
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
  • 117k
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
  • 117k
8 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
  • 117k

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