Questions tagged [mmo]

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.

Massively multiplayer online games are those which allow an extremely large number (generally in the thousands or more) of concurrent players. The most common MMOs are role playing games such as World of Warcraft, EVE Online, and Guild Wars 2.

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Profanity filter for an MMO chat

We are developing an MMO using Smartfox Server. The targeted audience is kids from 7 -12 years. There is a global chat option in this MMO. Whatever the user types in a textbox get displayed next to users avatar after he/she hits enter. We would like…
codeandcloud
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Should I assign a unique ID to individual units of game currency?

I am currently making a MMORPG. At the moment, I am working on the currency part of the game but I'm confused whether I should assign a unique serial number for every unit of the currency generated. I'm hoping to use this system to trace any misuse…
yhware
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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 things into an application, much like one might use…
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How should chat be transmitted and stored in an MMO?

Players in MMO games can usually send messages over different channels (private, public, guilds, et cetera). How would I transmit and store this data so as to prevent outside users from being able to access somebody's private chat messages? Should I…
Pavan Kate
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Why would an online MMO throttle actions per day?

I started playing Die2Nite and was surprised that it has such a strict limit on the number of actions per day. After a while, I figured it was just part of the charm. I also started playing Magic Duel and it has a similar mechanic that limits the…
Jason
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MMOs based on .Net?

Are there any real MMOs where the server engine is based on .Net?
Edward83
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MMO Data Persistence Question

I wanted to ask a question regarding data persistence strategies for an MMO. I have some experience in the games industry with social synchronous games. At Zynga, we stored static proto data in XML on both the client and the server and stored…
JasonG
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What are some good MMO middleware server packages?

If you have any experience with any MMO middleware packages and have any positive or negative experiences with them, your feedback will be appreciated. Specifically I'm looking for server packages. Price, functionality, speed, and ease of use would…
Tetrad
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Need an engine for MMO mockup

What I don't need is an MMORPG engine, at the moment. What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so any multiplayer platform is probably fine. I need…
Garrett
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what is the most popular mmorpg game that has an out-of-game api?

World of Warcraft is off the table, because of the "WOW Glider Lawsuit" of 2008. Also see: Where is Blizzards official World of Warcraft API? Eve Online has an API But, what is the MOST popular (in terms of usership) MMO Game that does allow…
hunterp
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Is there an MMO-related research body?

I'm trying to find a research resource for MMOs -- preferrably where people send papers to be published, have conferences, etc. If nothing else, just a repository of articles would be nice. Is there a site like that? I'm assuming it would be a…
brandon
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Preventing item duplication?

For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The…
PuppyKevin
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Do I need to hit the database and check if that quest is accomplished every time?

I'm creating an MMO questing system and one of the quests is to mine ore. Does this mean every time a user mines ore I need to hit the database and check if that quest is accomplished? It is only one quest and users mine ore often. Does this seem…
bezzoon
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Authoratitive server for Enemy AI

I am writting a real time game which contains Enemy AI I need write Enemy AI on server to send action( move, attack, .. ) to clients? or any way to do that? If i write Enemy AI on client? how to be authoritative enemy's actions?
Lenon
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How should I archive public chats?

I am wondering about how public chats can be saved and archived for future reference by developers? Let's say I was a developer for a game with a public chat system and I wanted to make sure I could look up and read a chat from ten years ago?
Letsgetit
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