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Making a MMORPG

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first things first. find a good engine.

 

If you can get your hands on it, SOE's forgelite supports 5K players, and runs on up to 12 cores from what I've heard.

Answers like this is what I am looking for. I really do apperiate your help! Just because, I was head developer on a game that had 100+ active players does not mean I know what I am doing. It means I was lucky xD

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An idea I had for an RPG (I like to conceptualize things) is taking an IRL region that you're familiar with and transforming it into something like a dungeon...

 

Or a dungeon crawler, which progresses for all players whenever a dungeon is cleared (See: Persona, Sword Art Online, main game concept (excludes story))

Have the players organize into huge raid parties to clear the dungeons and make the boss battles interesting...

 

just throwing it out there...

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what i would find really cool, is an Rogue-like MMO (kinda like Sword Art Online) with really good bosses (FF7 - i think Darksoul bosses are to hard to make). and as DigitalHermit already said, cool dungeons and raiding - the fighting system has to be either very fast paced with a lot of parry and dodge or turn-based with a huge amount of options. T

Story really depends on the type of the game obviously

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what i would find really cool, is an Rogue-like MMO (kinda like Sword Art Online) with really good bosses (FF7 - i think Darksoul bosses are to hard to make). and as DigitalHermit already said, cool dungeons and raiding - the fighting system has to be either very fast paced with a lot of parry and dodge or turn-based with a huge amount of options. T

Story really depends on the type of the game obviously

 

I personally think that a turn-based MMO is a really bad idea... I played one (forgot the title, but it was from the same company that brought us Angel Online) and the combat system was so bland, I ended up quitting in three hours...

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what i would find really cool, is an Rogue-like MMO (kinda like Sword Art Online) with really good bosses (FF7 - i think Darksoul bosses are to hard to make). and as DigitalHermit already said, cool dungeons and raiding - the fighting system has to be either very fast paced with a lot of parry and dodge or turn-based with a huge amount of options. T

Story really depends on the type of the game obviously

My last games combat engine was not great, although one thing I got a lot of complements on is I had a 10x10 crafting system (similar to minecraft) but worked slightly differently. You had 10x10 slots in which you placed items, then rather than insta-crafting it, you have to work on it (between 30 seconds and hours of time) and then you get the item. I also liked my trade system. It was like an in-game ebay for in game items.

 

@DigitalHermit

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I personally think that a turn-based MMO is a really bad idea... I played one (forgot the title, but it was from the same company that brought us Angel Online) and the combat system was so bland, I ended up quitting in three hours...

well, i think it is really dependant on how you do it, but obviously a turn based game is easier to make

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well, i think it is really dependant on how you do it, but obviously a turn based game is easier to make

 

I agree, but @ is aiming for a 3D MMORPG, so I don't think that turn-based will work that well for this (unless he pulls off a "Final Fantasy" and allows other players to barge in a fight)...

 

 

Addendum:

My last games combat engine was not great, although one thing I got a lot of complements on is I had a 10x10 crafting system (similar to minecraft) but worked slightly differently. You had 10x10 slots in which you placed items, then rather than insta-crafting it, you have to work on it (between 30 seconds and hours of time) and then you get the item. I also liked my trade system. It was like an in-game ebay for in game items.

 

@DigitalHermit

 

Try looking at a few spectalce fighters and see how things might feel in an MMO...

 

As for the crafting system, I think it's a great idea and it has room for expansion... i.e. crafting equips (better hammers, better anvils, better forge, etc.), aside from the ingredients, can affect the crafted item...

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...your unintelligent and otherwise dense self...

 

CFeBWFc.png

 

Perhaps you should be very cautious about insulting the people who could potentially help you the most.

 

...I did what I could to prove to you that I ran a good game...

 

Did you indeed?

 

I made four games, Let me re word that, I made four MMOs. They had about 100-200 active players at peak on at all times.

 

I made one called Endless Blue and one called Kingdom of Algaseth. They were the two largest. I made 3 more that did not take off. 

 

We have gone from four with a 100-200 player base each down to two with a 100-200 player base each. Nothing immediately visible for the first however a search for the latter yielded some results: Is this you?

 

...I was head developer on a game that had 100+ active players...

 

Now we have gone from two with a 100-200 player base each down to one with a 100+ player base? I don't know about you but I'm certainly confused now.

 

From what I've seen so far all you have done here is waffle on about absolutely nothing even remotely resembling a fact.

  • Where/what are these games (details, links, pictures, websites)?
  • What was your company/who were your colleagues (again links and details)?
  • Where are your implementation details (all you have done is made vague noises about architecture any chimp could find on any given wiki)?
  • What languages?
  • What rendering engines?
  • Which publishers?
  • What was your hosting infrastructure?
  • What was the architecture (client server, n-tier, databases - what kind of design patterns)?
  • Security?

Don't misunderstand my intentions, I'm not trying to be overly hostile here I'd just like for you to prove your claims.

The single biggest problem in communication is the illusion that it has taken place.

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We have gone from four with a 100-200 player base each down to two with a 100-200 player base each. Nothing immediately visible for the first however a search for the latter yielded some results: Is this you?

 

  • Where/what are these games (details, links, pictures, websites)?
  • What was your company/who were your colleagues (again links and details)?
  • Where are your implementation details (all you have done is made vague noises about architecture any chimp could find on any given wiki)?
  • What languages?
  • What rendering engines?
  • Which publishers?
  • What was your hosting infrastructure?
  • What was the architecture (client server, n-tier, databases - what kind of design patterns)?
  • Security?

Don't misunderstand my intentions, I'm not trying to be overly hostile here I'd just like for you to prove your claims.

100+ is 200-300, just easier to type. These games no longer have websites as they are no longer active. NorthHarrier Game Design was the name of the company, Visual Basic 6, Origins Engine, Again I Published it and ran the servers along with designing it, No security in the way you may be thinking no information was given. 

 

Is this you?

 

Yes that was me from years ago. Beleive it or not that stupid game made via EO and Visual Basic, had 100+ players. 

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