MMORPGs Are All the Same      
You can go ahead and call a warrior a fighter, barbarian, berserker, swordsman, knight, or mercenary, but it's still a warrior. It can't be that difficult to create different classes. Even combining two or more classes to make a hybrid would be unique. Take a "pirate" class for example. They can be a hybrid swordsman and a marksman with swords/pistols. Most MMORPGs also never utilize the necromancer class or any class that relies on summoning pets, which would be a welcomed addition to the usual slate of classes.
 
MMORPG Or Just MMOG?      
One particular quest I remember doing was trying to eliminate the corrupt guards in Qeynos. The quest was assigned by one of the guard captains who knew there was corruption amongst the ranks of the guards and would reward you for finding and killing the guards that were corrupt. Players could identify corrupt guards by right clicking a random guard and checking your particular standing with that guard's faction. Corrupt guards would view you "Dubiously" while regular guards would look at you "indifferently or amiably". Finding low ranking corrupt guards and killing them was easy, but every time you killed a corrupt guard your standing with their faction would decrease. Upon completing the Quest the guards went from looking at my character "Dubiously" to attacking my character on sight.
 
Things to Know Before You Buy a Massively Multiplayer Online Role-Playing Game      
Indeed, the MMORPGs are one of the best games. They have graphics and game play elements that are just as good as the graphics and the game play elements of the other games you play. Moreover the "real" feel of these games is something a lot of the rest just do not have. Some compare their favorite MMORPG with a real life experience - you live it, you don't simply play it.
 
Player Housing - Where is It?      
Some of my best memories during the dawn of the MMORPG genre were spent alone inside my own dwelling. Hours could be spent decorating and designing a large house. These houses not only served as a distraction but often doubled as live event locations. For example, the head quarters of a powerful guild in Ultima Online would serve as a PvP hot-spot. Newer games like World of Warcraft have had to bypass these player generated action zones with artificial PvP zones like the Battlegrounds and the Arena. Now don't get me wrong, both of those are great features in WoW but they do have a structured feel to them. I prefer my virtual worlds to be player driven.
 
MMORPG-Multiplayer Online Gaming      
MMORPG, as defined by Wikipedia; "MMORPG (massively multiplayer online role-playing game) is a genre of online computer role-playing games (RPGs) in which a large number of players interact with one another in a virtual world. As in all RPGs, players assume the role of a fictional character (most commonly in a fantasy setting) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game.
 
Age of Conan - A Different MMORPG Experience      
The PvP combat in Age of Conan is really promising. There will be massive siege battles of the scale yet unseen in MMOs. The players will be able to build siege engines in their own towns and raid the enemy's, break down their walls, kill them to the last man, and pillage their treasures. Guildless players need not fear - they will be able to participate in these guild wars and actually make some extra gold by becoming mercenaries.
 
Making a preliminary design      
I have noticed many people posting in various forums looking for teams to make MMORPGs. Most of them start with something like this: "We are a starting company/game studio and we need 3 artists, 2 programmers, 1 musician, etc. for an innovative, never seen before MMORPG where you will have total freedom to do whatever you want and reshape the world, etc.
 
Basic software architecture      
First, try to focus on making a simple client/server model, where you will be able to.Be able to chat with others.
 
Security      
If not checked, this will overflow the buffer, resulting in a server crash, or, worse, the user being able to hack your server, executing arbitrary code. Every single message has to be checked: whether buffer overflow occurred, whether invalid data was sent (such as users sending "enter this door" even though the door is at the other end of the map, or "use the healing potion" although the user has no such potions, etc.). I will say it again: It is extremely important to validate all the data.
 
Check the Distance      
So the first player that logs in has ID 0, the second has ID 1, and so on. Now, most likely you will have a limit of, say, 2000 indexes in that player list. So if a client sends a command such as: "look at actor with ID 200000" this will crash the server if unguarded since the server will attempt to access an invalid memory. So do a check such as: "if actor id<0 or if actor id> max players then log the violation and disconnect the player".
 
« Start Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Next End»