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Warning: Sweeping generalizations will be made here. Client and server development (for the most part) is written in languages suitable to the task. The client will (most likely) be C++, C#, or mobile native. The server will again most likely be written in a "web-friendly" language. You will not write your server in C++ when Java, Python, Ruby, Go, ...


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The answer is, it depends. My MMO is a separate development stack. My client is developed in Unity, and my server is .NET so they necessarily must be developed separately. However, Unity for example allows for developing server code and client code right alongside each other. When you are done you end up compiling both the client and the server, OR each ...


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It's fair to say that for the sort of authoritative server / pure client which nearly all MMORPGs use for unavoidable security reasons, the server is typically developed with the specific purpose of serving that specific data which the client engine needs to consume in order to function. This works much the same for highly visual business applications, which ...


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This is too context-dependent. Some MMORPG games that I had a chance to look at in terms of source code preferred to develop the server and the client as separate codebases. Some of them didn't even share any code between the two. If it was a custom engine I too would probably prefer them to be separate. But if you are using an already established game ...


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You can instead opt to prevent the negative influences of inflation, while otherwise taking advantage of it. To do this you must make the market very accessible. Rather than relying on item clutter as a sink, drop only useful items that will be great hand-me-downs, upgrades or crafting components. Where pragmatic, make drops slightly rare and prefer gold. ...


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This is just a short answer and a possible recommendation, but you can make it so the player also has to have a minimum amount of affinity with specific npc’s. For example, let’s say the minimum amount of affinity required with the cleric, bridesmaids, little girl, king, and librarian(assuming it is not extremely easy to raise and the maximum affinity is 100)...


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Ok so i preloaded the left map here in an async mode. And you will notice that i'm changing to another map, even though i preloaded. Perhaps it's de design level that is making to popup a tree ? Here is the video that shows the problem: https://streamable.com/csipce Thanks in advance, Luke


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