MMO Engines?

What software is already there to write the client/server part of a mmo? I know only gzochi (guile library)

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  1. 2 weeks ago
    Anonymous
    • 2 weeks ago
      Anonymous

      > ChatGPT
      1. Unity
      2. Unreal Engine
      3. CryEngine
      4. HeroEngine
      5. Lumberyard
      6. BigWorld Technology
      7. Eclipse Engine
      8. Havok Vision Engine
      9. Phaser
      10. Godot Engine

  2. 2 weeks ago
    Anonymous

    You should do it the way WoW do it.
    Let the client handle everything, and just pretend to be an online game.

    • 2 weeks ago
      Anonymous

      You mean client as server so it gets distributed or literally faking the online part (although in an example path of exile is "online" but still needs server though [I think])?

    • 2 weeks ago
      Anonymous

      Even DAoC offloads LOS checks and terrain and structure collision to clients.

    • 2 weeks ago
      Anonymous

      Even DAoC offloads LOS checks and terrain and structure collision to clients.

      this is not viable anymore. you either add serverside checks or you're getting rekt by hacks and cheaters

    • 2 weeks ago
      Anonymous

      Even DAoC offloads LOS checks and terrain and structure collision to clients.

      [...]
      this is not viable anymore. you either add serverside checks or you're getting rekt by hacks and cheaters

      Wow does server side checks on movement checks and does various other semi-rootkit type scans

    • 2 weeks ago
      Anonymous

      this must be why world of warcraft feels the best of every MMO in terms of responsiveness

      • 2 weeks ago
        Anonymous

        Client Authoritative will always be the most responsive networking paradigm. But if your server doesn't have sanity checks for movement/abilities it gets exploited to all hell

        • 2 weeks ago
          Anonymous

          Isn't it just the normal? You let client do its thing and send to the server that will valid and sync the state for others, so you see what is happening in real time, and it only breaks in a few cases (like ping or cheating)

        • 2 weeks ago
          Anonymous

          I was watching a talk on WoW years ago where the guy was talking about running the game client on servers (to farm gold or level up characters to sell). He was saying that a lot of people had tried to reverse engineer the network protocol (so you could run many bots that just sent packets for movement). The idea was also that just by looking at the raw packets you'd get an edge maybe in addition to being lightweight.

          But that approach was always a huge pain in the ass. Because Blizzard would release updates to the client periodically, which the client would evaluate something maybe compute some simple operation on a section of the official client code itself (think XORing it), or execute it and do some operation on the result. These result values would be periodically sent by the clients (and hidden in the packets and not sent very often at all), and it would be trivial for Blizzard to verify on their end.

          This is how they checked for game clients that had been modified or reverse engineered. You combine this with adding something like say a 6 hour delay before the actual ban takes effect, it was very annoying for people trying to exploit the fact the game was largely client authoritative and why the guy said he went with the computer vision approach.

          • 2 weeks ago
            Anonymous

            It's simply amazing how much gymnastics and bullshit people go through just because a game's business model is fundamentally flawed.
            need ridiculous amounts of grinding? create simple bots
            bots make things unfair for everyone? anti-cheat
            anti-cheat makes things too hard? use fricking machine learning to make your bots operate on a real client

            when all of this could have been avoided by simply not basing your entire game around making a resource out of people's time, instead of making the game actually fricking fun to play

          • 2 weeks ago
            Anonymous

            MMOs are made to be time wasters, that's the whole selling point

          • 2 weeks ago
            Anonymous

            The game's business model isn't fundamentally flawed, your model is. If anything, what the game industry has learned over the last 20 years is that manipulating the player's reward feedback mechanism with meta-progression as a reward for unenjoyable and repetitive toil has the ability to outperform incremental satisfaction-based models like those in competitive multiplayer game genres when it comes to retaining players. What does this mean? When the player is paying a subscription, put them in the hamster wheel. If it's a one-time purchase, make something they'll want to show strangers on the internet.

          • 2 weeks ago
            Anonymous

            shut up and go in that dungeon kill 12 slimes, so you can return and kill 21 on that other cave

          • 2 weeks ago
            Anonymous

            exactly. and then off to the 50 skeleton ranch

          • 2 weeks ago
            Anonymous

            >use fricking machine learning to make your bots operate on a real client
            To be fair to the guy, the computer vision he was using was simple enough, for the UI it was template matching to get the stats off the screen, he wasn't using machine learning. Because the tasks were so simple and WoW has static areas they could get away with hardcoding a lot. But Blizzard still added measures like checking based on movement/behaviour too. So instead of a simple state machine, they added more randomness and added states that made it less obvious.

            >by simply not basing your entire game around making a resource out of people's time
            Originally a lot of the very early MMOs were hard and quite unforgiving. But somewhere along the way people realised that if the game is too hard and too based on skill, you get players that pay for a subscription, get demoralised and cancel it. So the "solution" for games like WoW was just for players to trade time for a better character/gear/whatever. It's also why everything's on rails and safe so they keep trading said time to get the dopamine hit for a better character, *feel* like they're improving at the game as numbers go up and they never cancel their subscription. They see the gamer as a social thing, more like a game of cards.

            As soon as you get that "success" with WoW, other companies want to copy it. And thus the race to the bottom into pay-to-win, lootboxes and all that shite.

            To be honest, I would say there is a good niche for a more skill based MMO that isn't a timewaster on rails. The problem is that you don't really get many indies trying to make MMOs. It's usually big companies and they want a return on investment. They will see the churn and want to "fix" the game. You need like a bunch of people that are somewhat competitive gamers but also have skills (programming, art, etc) to build a proper MMO. There seems to be more indies trying 1 or 2 at a time and just giving up because it's too big a project.

          • 2 weeks ago
            Anonymous

            so in the end it's always ~~*their*~~ fault...

          • 2 weeks ago
            Anonymous

            Kotick, the former CEO of Blizzard is israeli yes. Which explains all the sexual harassment and rent seeking behaviour (boosts and all that nonsense). Gets you better results for the quarter, but destroys the game long term. I really wish it wasn't every single time. I'd like to be surprised sometimes. But this never happens.

    • 2 weeks ago
      Anonymous

      >Let the client handle everything, and just pretend to be an online game.
      That is not how wow does it at all my dude.

  3. 2 weeks ago
    Anonymous

    >ywn play tibia in early to mid 2000s again

    • 2 weeks ago
      Anonymous

      my druid's rune making business is no more...

      • 2 weeks ago
        Anonymous

        cant trap a gay in minotaur mountain outside thais anymore either

        • 2 weeks ago
          Anonymous

          Good. RuneScape was always better than tibia since tibia was always a Brazilian containment game

      • 2 weeks ago
        Anonymous

        >he didnt have a magefarm

  4. 2 weeks ago
    Anonymous

    I mean, engines like Godot already have free extensions and frameworks developed for MMO-level playerbase scaling, but if you want an MMO base to start with (other than Godot templates online) maybe look into Arianne?

    • 2 weeks ago
      Anonymous

      oh right and trinitycore too. good luck anon!

    • 2 weeks ago
      Anonymous

      oh right and trinitycore too. good luck anon!

      Thanks anon! Nice suggestions never heard of them, will give a look.

      >he is going to solodev a MMO
      underage or bait
      You don't even have half a dozen experiments uploaded to itch.io yet

      > you don't even have
      you know me? O_O
      > solodev
      I already have my own framework for client/server communication able to support at least a million connections (never tried to stress it though), that I wrote for private actors online services. Also have experience in writing offline games, and solo games that are server/client.

      I'm new to this shit, does the OP ever reply to the advice like "thanks guys, watch out for me on /gedg/!" or do they just leave you hanging and never reply?

      I just wanted people to share framework/libraries like gzochi and/or experience. With your perspective felt kinda bed so I answered most (except the one recommending Unity because I'm biased against that engine)

      • 2 weeks ago
        Anonymous

        aw sorry if I came across a little angry, I just didn't know if suggestion threads got responses from the OP. Glad you found my found my suggestions on trinitycore, arianne and mmo templates helpful 🙂

        • 2 weeks ago
          Anonymous

          No problem : )

          What game are you making?

          I were trying something in the visual style like baroque (saturn game), thought of using pics as sprite (like old fake 3d games) to be able to use AI to gen people, and building abilities to change the environment. A "roguelike" with rng for map gen, battle, luck gen, etc. Thought of starting it spawning you into a "realm" (a map of your own with your user as seed), where there's only PVE until you link it to other realms (where it becomes multiplayer PVP everywhere as it's meant to be like "hell" [think of "unfair" games like fear and hunger]).

      • 2 weeks ago
        Anonymous

        What game are you making?

  5. 2 weeks ago
    Anonymous

    >he is going to solodev a MMO
    underage or bait
    You don't even have half a dozen experiments uploaded to itch.io yet

  6. 2 weeks ago
    Anonymous

    You can learn a lot by picking apart private servers and looking at how they handle packets/authentication.

  7. 2 weeks ago
    Anonymous

    There are no off-the-shelf frameworks except a couple of Unity store slopassets.

  8. 2 weeks ago
    Anonymous

    Just use node with websockets

  9. 2 weeks ago
    Anonymous

    learn how to write a multi user dungeon. start there. mmos are just derivatives of graphical muds. you can most definitely solodev a graphical mud mmo.

  10. 2 weeks ago
    Anonymous

    I'm new to this shit, does the OP ever reply to the advice like "thanks guys, watch out for me on /gedg/!" or do they just leave you hanging and never reply?

    • 2 weeks ago
      Anonymous

      aw sorry if I came across a little angry, I just didn't know if suggestion threads got responses from the OP. Glad you found my found my suggestions on trinitycore, arianne and mmo templates helpful 🙂

      oh my god go back to plebbit you fricking homosexual, thats where you belong

  11. 2 weeks ago
    Anonymous

    AzerothCore

  12. 2 weeks ago
    Anonymous

    I think you should use vbgore anon

  13. 2 weeks ago
    Anonymous

    I love that little homie like you wouldn't believe

  14. 2 weeks ago
    Anonymous

    be honest, IQfy anons: how many of you morons actually paid for premium?

  15. 2 weeks ago
    Anonymous

    I want to make my own mmorpg so bad but I'm also moronic and have zero programming skills just good at making new body type mods for games and unique armor.

    • 2 weeks ago
      Anonymous

      Good. I would never want to see your rotten game pollute the Internet.

      • 2 weeks ago
        Anonymous

        I thought we were best friends wtf I was going to make you a GM!

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