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157 votes
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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
  • 135k
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
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65 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
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49 votes
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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
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34 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
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27 votes
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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
  • 120k
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
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18 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
  • 120k
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
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13 votes
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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 Parker'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
  • 120k
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
  • 120k
9 votes
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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
  • 120k
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
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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
  • 27.2k
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
  • 120k
6 votes

How do online games handle frequent updates?

Firstly, as a comment points out, a properly configured database can be pretty fast, especially in 2022. But MMOs have been around for thirty years, so it's worth looking at the techniques rather than ...
pjc50's user avatar
  • 513
5 votes
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How do MMO servers handle a large concentrated number of players?

Are you already familiar with technologies that exist like redis? Server architecture is definitely a complicated subject and it's good that you're planning it out now, but you might be worrying ...
Patrick Roberts's user avatar
5 votes

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

Early systems that saved only on disconnect tended to also save periodically while the player was active. In those systems, typically MUDs (Multi-User Dungeons), the character was maintained in memory ...
phyrfox's user avatar
  • 376
5 votes
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How can I encourage population balance between two factions?

A few thoughts: An economy can help keep balance. If one faction has more access to an item than another, and if that faction is underrepresented, then those items will be more rare in trade. This ...
tyjkenn's user avatar
  • 2,586
5 votes

How could I give a lifespan to my MMO characters?

I am a big proponent of some form of character permadeath in MMOs so I have some ideas. MMO's are about progression, reaching ever greater heights but that does not necessarily have to do with your ...
adrix89's user avatar
  • 412
5 votes

How can I reward dungeon masters that take risks?

Philipp definitely brought several great insights that are worth considering. One possible direct answer to your concern would be to disperse rewards at intervals according to a curve. For example, ...
Kosmo's user avatar
  • 51
5 votes

If a MMORPG does not have a limit on the number of players, will all players eventually focus on the same server?

New answer Due to the comments, I will assume that network latency is not a problem, and forget about the server side. At the end it depends on whatever or not the developers facilitate (or enforce) ...
Theraot's user avatar
  • 27.2k

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