MMO is an abbreviation for "massively multiplayer online," a kind of game that allows an extremely large number of concurrent players in a shared world.

learn more… | top users | synonyms (2)

-4
votes
0answers
72 views

Strategy for replication via UDP for an MMO game [closed]

Original question: Assuming I've decided to use UDP on low-level, is there any existing messaging/packets protocol for replication? Or is each game developer making own protocol from a scratch? I ...
6
votes
4answers
274 views

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

First of all, I know how difficult it is to design and build MMORPG game. I do not plan to do it anytime soon, this is more of an exercise to stretch my design muscles. Just a thought experiment ...
0
votes
1answer
72 views

What exactly is a lobby in technical terms?

I've searched afar in google but it seems to have different technical meaning for different games and game engines. what I know is a lobby is a space where people come together and then when certain ...
0
votes
2answers
88 views

MMO RTS - Implementing a waiting time with a real time battlefield at the end

So, this is a "how to mix concepts and still remain playable" type of question, with concepts being the real-timeness of Age of Empires and waiting-time-dependency of Ikariam. What I mean? What I ...
0
votes
2answers
104 views

Adding collisions to a 3D mmorpg game

I'm creating a mmorpg game with a little team, and we want to add a player-objets collisions system. We want players to be able to walk on a heightmap ground, and walk/be blocked by objects. I found ...
0
votes
0answers
100 views

How to store real time data in an MMORPG?

I am developing an MMORPG using Unity and GameSpark. I am using a real-time sessions for player management, but do not know how to manage the map information . When a player attacks a monster, do I ...
-2
votes
1answer
197 views

Is Game Maker capable of creating my MMORPG? [closed]

I have an idea for a turn-based game MMO, and before starting the conception, I need to know if GameMaker is the right program to use. I already took some advice from this question, and I do not wish ...
1
vote
3answers
226 views

Multiplayer game servers architecture

I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
0
votes
1answer
79 views

real-time multiplayer server, interpolation and prediction validation

I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
0
votes
1answer
73 views

Quake style snapshot system for an MMO?

I'm making an MMO style game in my spare time for kicks, I've been researching more and more into networking for video games and I've mostly been learning about Quake and Sources networking ...
0
votes
0answers
16 views

photon data connection structure

im searching on photon server documentations that what kind of data can be send and received. in my every message there is a request and data for that request. i can put the message as json format ...
0
votes
0answers
74 views

Issues with syrchonisation of player movement on a multiplayer server

before people mention that such questions have been asked I would like to tell that yes they had been but I am trying to find an answer which suits my situation much better. I am working on a ...
0
votes
1answer
105 views

Structure of server on MMO mobile game

I'm working on Unity and I use node for my serverside. I'm starting a multiplayer project on mobile. I'm searching for a good structure for my game that how server controls the events. For example my ...
1
vote
2answers
124 views

C++ MMO: Best approach to store creatures in a multi-level world map for the purpose to find spectators

I'm developing a game which is a multi-level game, my game can have a maximum of 15 floors, and a fixed amount of tiles width/height. Each tile in the map can have a creature. All fine until here; I ...
-3
votes
1answer
105 views

MMORPG networkconnection like Vindictus [closed]

to be honest, I like to make "small" MMORPG with my frends. We are 4 guys and are using Unity3D and Blender. I am a Programmer and I am using Eclipse. I know, it's silly to start a Question like "How ...
-7
votes
1answer
185 views

Lost in Development [closed]

My name is Julian Ngolla. I am a 20 year old biology major who is a junior at Hunter college in NYC. In other words i am constantly busy and am basically broke. Ever since i was a kid me and my ...
0
votes
0answers
54 views

Online Enemy Hit Registration methods

Basically I have been working on an online game for quite awhile now, and I have started rewriting the original networking framework. Before it was pretty much fully Dead Reckon based(Enemies just ...
1
vote
0answers
143 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
33
votes
4answers
9k views

Why are so many games not fully voiced?

I'm wondering why so many MMOs are only partially voiced? I asked makers of games (Thimbleweed Park, in their Q&A) how expensive voiceover is, and they said it wasn't especially expensive unless ...
13
votes
2answers
2k views

Storing coordinates of every object in server side in MMOs

In an MMORPG: Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection? If so, what would be a feasible way to store such a huge ...
1
vote
1answer
81 views

building timers in strategy games

I've got a web-based strategy game in which you build a city. Coding is smooth, but I'm kind of hung up on how long it takes my buildings to build. I want to keep the user playing, but have them long ...
4
votes
2answers
147 views

synchronizing client-server actions

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
1
vote
1answer
128 views

MMO pricing model

How do companies that have a monthly subscription come up with what the monthly price will be? For example Blizzard worked on WoW for many years and then came up with $15/mo. What all goes into ...
0
votes
0answers
36 views

Why aren't there more MMOs with two-way financial transactions [duplicate]

This weekend I finally caught up to Neal Stephenson's 'REAMDE'. Like 'FTW' by Cory Doctorow, it centers around an MMO that allows players to withdraw real-world money by comverting in-game currency. ...
1
vote
1answer
94 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
0
votes
0answers
25 views

badumna how to use different prefab for different entity in the game

our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...
34
votes
7answers
7k views

What makes MMOs with real-money economies legal?

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
3
votes
1answer
145 views

Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
1
vote
0answers
77 views

Appropriate MMORPG battle system for Android-oriented MMORPG? [closed]

I need a tip for a game I'm making. Because of many issues I want to make a 2D mmorpg: A 2D game is easier to code (I'm using ActionScript3 / Starling). I can more likely find preexistent graphics, ...
1
vote
1answer
329 views

Server/Client architecture

I have high experience In Java and Networking. Our team have built a effective server that can create thread-pools managing many players. But we have hit a brick-wall. The way our server works is that ...
2
votes
1answer
188 views

In a tile-based MMO, how do I decide which players need to receive what updates?

I am planning a tile based MMO, like Tibia or top down Minecraft. I'm using a client-server model. I've got almost everything figured out, with a notable exception of state updates. When information ...
0
votes
1answer
112 views

MMO - Boss Action Distribution

I was considering how MMO mechanics work and especially how NPC/mob decisions are calculated and distributed among players. Say for example that you have a team of 5 fighting a boss. The boss's ...
12
votes
4answers
3k views

How often do big MMORPG update the physics? [closed]

As far as I understand, most big games use fixed timestep to have a stable simulation. Regarding the game server, which "frame rate" do they impose? Or said it another way, what fixed timestep do ...
1
vote
2answers
163 views

2d mmo open world connection and reconnection

I am trying to create an 2d html5 open word (the sprite does not have any fancy flare, just shapes around) with only maximum of 10 player at once. My question is how to create a seamless join for new ...
5
votes
2answers
200 views

How can I represent location in a massive world?

I've been thinking about No Man's Sky a lot recently and all the technical challenges they must face. For example, how on earth do you store a players location in a world that is so enormous? I ...
17
votes
3answers
4k views

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

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
2
votes
0answers
235 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
2
votes
1answer
354 views

Which is the better way to distribute server workload for MMO server?

I'm making a server for MMO in Unity, which implies that I'll have a big world, split into maps which will be on different servers (to distribute the workload), managed by one master server. Now I ...
-3
votes
1answer
179 views

Performance of programming languages and frameworks [closed]

I want to program an online 2D MMORPG with graphics like in this game. Since I develop in javascript and python mainly I chose python for my first games and the game library pygame which is pretty ...
1
vote
1answer
508 views

What's the most recommended transmission format using websockets for a MMORPG? [closed]

(note: I'm not asking for the supported formats in the RFC, but the format I should develop to send/receive the messages, say, in the Application layer). (note 2: Please help me retagging this post ...
0
votes
1answer
181 views

How to implement server side auto attack?

I'm writing a basic MMORPG and im trying to implement auto attack. At client side I send an AutoAttackMessage to the server. Should I send this message every X ms to the server, or juste one time ...
3
votes
1answer
1k views

Server Side Speed Hack Detection Techniques

I have a client side speed hack detection that initiates a timer on both the client and server on connection. When the difference becomes too much the client gets detected as using speed hack. But I ...
2
votes
0answers
76 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain venues....
1
vote
1answer
134 views

Level loading philosophy in MMO games

I've been working on project for quite a while, and I've returned to dilemma about level loading. The problem is i trust the client with it's local level loading, when it's done loading it tells the ...
0
votes
1answer
343 views

maps in a multiplayer diablo clone - unity3d

I'm messing around with unity3d free, trying to figure out if i can get away with using its readymade graphic engine. I have some problems figuring out how maps should be implemented/handled (the ...
1
vote
0answers
257 views

Scalable server for MMO [closed]

We are looking for the solution for game server for instantiating game instance on nodes. We tried to use this solution, but it has scalable problems, as you can see on diagram: Cause only 1 ...
0
votes
1answer
103 views

Is this specific server architecture okay for a multiplayer game? [closed]

So I am making a game in Node.js / HTML5. And I am really struggling to determine what an effective server architecture looks like? Right now I have a server for a multiplayer game ( I plan on ...
3
votes
2answers
338 views

Are sockets required when developing a browser based MMOG?

I'm in the very early phases of developing a browser based MMOG, kinda like this game but not as cartoonish and with more features. I'm an experienced web developer, yet not once have I ever used ...
0
votes
1answer
49 views

Device and user progression conflicts

Im designing a game with both digital currency and player progression, but have hit a confusing snag, where I possibly can't be the first to come to a decent solution. To keep it simple, it's a ...
8
votes
3answers
2k views

How should I collect user behavior data in an MMO?

In an MMO, and I'm trying to collect data about user behaviors for the purpose of tweaking the game rules to achieve maximum user satisfaction. Clearly one way to do it is to hand-roll specific ...