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9

So players in a competitive game either have fun or lose. Why not both? Losing doesn't have to feel bad, or rather, you can have fun without winning. A lot of team-based games do this by de-emphasising the win/lose outcome itself, and provide lots of alternate goals (and even meta-goals). Your team may lose but maybe you topped the scores. Or you made the ...


5

Network Architecture is difficult. The problem is your never going to get "Instantaneous" clicks on both sides. There will be some lag, and most games get around this by accepting it and building the architecture around it. For example, most first person shooters use prediction. They keep the entire game state and logic on both ends, but the server sends ...


3

Many competitive multiplayer games rank their players and then match players of similar ranking. That means bad and inexperienced players will only play against other bad and inexperienced players while the pro's will only play against other pro's. When a player wins or loses a lot of games in a row, their rank changes accordingly and they are again ...


3

All the solutions you proposed have appeal, but their appeal is for different player demographics. According to Richard Bartle's taxonomy of player types, there are 4 types of players playing MMORPGs: Socialisers who want to build a community and cooperate with other players. Explorers who want to figure out the game. They come in the flavor of metagame ...


1

I think this question is highly opinion based. But i like it, so here are my thaughts: 1-Safe Zones: good idea. To avoid your cons make players invulnerable while talking to npcs. This will also prevent Mobs interrupting the player reading the quest texts. Only allow talking while not in fight. While doing quests you can get killed. This is an PvP MMO. ...


1

Thanks for your answers. I've found a perfect answer for my question. I looked up the UE4 source code and found this: // CharacterMovementComponent.h virtual void ReplicateMoveToServer(float DeltaTime, const FVector& NewAcceleration); // In ReplicateMoveToServer(), FSavedMove_Character::SetMoveFor() is invoked. void FSavedMove_Character::SetMoveFor(...


1

You could handicap the winner. Make him a little slower, make it a little harder to aim, make it so that the camera shakes for him a bit when he runs, make it so that his rate of fire is a little slower, and so on. Of course the people who get handicapped will probably get mad over it but if they are winning by a huge amount it might actually make the game ...


1

How about the attacking player gets to be able to say where on the body he is going to attack and the defending player gets to be able to say where he is going to block or dodge the attack. It has been done before, it is somewhat oldschool, but i think it is still a fun function.


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