In response to Alathon
Alathon wrote:
I don't honestly see the point in arguing semantics. Its still insecure, I'm well aware of hashes and salts.

It's not 'still insecure'. It's 'was insecure' (/used to be insecure) before you added the security measure, so it's more secure now.

Anything stored client-side is insecure.

Yas. Until you try to do something about it.
But ok, I/we will stop hijacking now. >__>
In response to Kaioken
keep hijacking. it's interesting enough that i'll just move this subthread to a new location!

:)
In response to Kaioken
Kaioken wrote:
Yas. Until you try to do something about it.

Anything stored client-side can, for the most part, be broken or reverse engineered if there is enough interest. Heck, most games which don't have things stored client-side can still be hacked, have DLL's injected, et cetera.

However, while the risk is always there it is several magnitudes easier when you store sensitive data in the client. The client is never safe.
In response to Naokohiro
Any game can be considered a MMO game when their player base is above 100.

~Duper
In response to Duper
That'd be more like ~2000. =)
In response to Kaioken
Kaioken wrote:
That'd be more like ~2000. =)

I honestly don't know where you'd normally draw the line.

ShadowBane is an MMORPG and I'm pretty sure their average online numbers are something like 200 per server.

I don't think it has as much to do with the amount of players, as it does the scale of the world. If it feels like a giant world full of players, then I'd be inclined to label it an MMORPG. In the end it comes down to opinion.
In response to Alathon
Alathon wrote:
Kaioken wrote:
That'd be more like ~2000. =)

I honestly don't know where you'd normally draw the line.

Indeed, since it is not a 'real' term it doesn't really have a precise definition, so you'd have to approximate it by considering the playerbase of most games considered MMORPGs, and they always have more around those numbers.

I don't think it has as much to do with the amount of players,

Massively Multiplayer.
In response to Kaioken
Indeed, it is a matter of opinion sometimes. But in cases like Guild Wars, WoW, Hellgate: London, Perfect World and what else is out there, it's clear they're MMORPGs.

I'm going to list possible definitions of MMOs, some taken from people posting in this thread:

1. Games with over 100/1000/10000 players (depending on opinion) can be considered MMOs.
2. Dimension of the world.
3. Size of the game? (lol)
In response to Duper
I'm inclined to go fit the 'massively' with all of the 'multiplayer', rather than just the 'multi'. That is to say, a game which links together a massive number of players eg. economically, socially or otherwise (rather than just supporting them) could be considered massively multiplayer. Persistence is important, but not vital.
So for example, an MMOFPS could involve strong team-based (including officer-ranked/classed players calling the shots) play in a large field e.g. Battleground Europe. An MMORTS would involve a complex Settlers-style economy chain, or a good set of player-player communication and diplomacy commands.
In response to Alathon
Just out of curiosity, how can you be so sure you are making a MMORPG? Does calling it a MMORPG some how guarantee you will get massive amounts of players in the game?
BYOND aint that popular, and it is rare for a game on BYOND to get over 100 players, especially outside of the anime section. It is rare for an RPG made in BYOND to exceed 20 players online at any one time. (of the 23 RPGs live right now, 2 of them have over 20 players, 3 if you count the combined total number of players on multiple servers and not just on a single server).
There is no guarantee that this game being made will ever become popular enough to be considered a MMORPG.

Anyway, if you ask me I wouldn't call it a MMORPG unless it has a massive amount of players AND a large number of players online at a time.
If the game has 10,000 total players with between 500-1000 on at a time, I would consider than a MMORPG, but only a small one. Any less than those sort of numbers and I could say you're pushing what can be considered "massive".
It all depends on opinion I guess. But I doubt you could call something like 100 players massive. Even by a small community like BYONDs 100 isn't a lot (provided there is anywhere between 3000 to 6000 people online in some BYOND game at a time). Maybe if you are getting closer to 10% of the total online people in your game you could start calling it a MMORPG.

Also, fun little fact to the person who said Guild Wars is a MMORPG. It's not. It is what is called a CORPG, a competative/co-operative online RPG.
Think of a game like Gunbound, you join a chat room, find players, and then start a game with that small group of players. Guild Wars is just the same, but the chat room is in the form of a town, but once you start doing something outside of that town it is only you and a few other people in the whole instance.
In response to The Magic Man
The Magic Man wrote:
If the game has 10,000 total players with between 500-1000 on at a time, I would consider than a MMORPG, but only a small one. Any less than those sort of numbers and I could say you're pushing what can be considered "massive".

You've just ruled out several pay-to-play MMORPGs with that definition, who can't sport that many people online at the same time. And 10,000 players is a ridiculously low amount for 500 - 1000 online at a time. I used to administrate a MUD that had over 20000 characters (1 per person), but only up to 150 online during peaktimes.

1000 online out of 10000 indicates that 10% of your playerbase is always playing. Even WoW can't sport activity like that.
In response to Alathon
I've always felt that Muds were the first MMORPGs at the time and are now the grandfathers of a new generation of the MMO.
In response to Trosh Kubyo
I hav idea! I change to morpg? good? kthxbia
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