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Member Since 10 Aug 2009
Offline Last Active Dec 13 2013 10:25 AM

Topics I've Started

Leet Media Launched (plus special offer for gamedev.net members)

07 July 2011 - 07:56 AM

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How to handle moderators effectively?

24 June 2010 - 04:07 PM

I've been running/developing browser based games for several years now, and the one complaint I get over and over is that the mods are terrible. I even did a survey recently, and while my support ticket response time is only a couple of hours, the rating of customer service severely suffered, specifically due to the dislike of how the moderators handle things in the game.

I'm wondering if this is just how it is with these type of things and that the people speaking out are just the trouble-makers (which I know this is obviously some of it). I really want my customer service to be known as high quality, but there's no way to get there without improving the moderation situation. I hear everything from mods being "tyrannical" to abusing power to not doing anything and playing favorites.

I have selected highly regarded players in the games that have been around a long time and volunteered to do the job. I've got rules outlined that the moderators are supposed to enforce. What else can be done to improve the situation?

Best way to do virtual item sales

03 June 2010 - 06:30 AM

I've got an online game where users can use "gold" (gold is purchased with real money) to buy special upgrades in the game. I'm working on adding virtual items that can be bought with this gold as well, but I'm trying to decide the best way to go about doing this. The way I see it is that I have two options:

1. Sell the items in the same way as the upgrades so that the items are always in "stock" and can be bought at any time at any amount.

2. The items get stocked into a virtual items store on regular intervals (such as every 30 minutes), so that there are a limited number available at any given time, and the rarer ones aren't stocked as often.

With option 1, users can have instant gratification because they can get whatever item they want at any time. However, this could devalue the items and make it seem less fair to non-paying players.

With option 2, it could bring about impulse buys because users will be trying to buy the items faster before they sell out, and this could make the perceived value of the items higher. However, this cuts out the people that don't want to mess with that and just want to buy their gold and go get the items they want, whenever they want.

I've got interpolation working, but still jumpy at times

12 May 2010 - 09:07 AM

I've been working tirelessly all week to get my first multiplayer networking demo completed, and I'm almost there (I think), but I have one problem remaining. I've gotten it to where interpolation smooths out the movement (sending updates 10 times per second and interpolating back 100ms), but due to network jitter, there are still the occasional jumps in movement. I've got the network time on all clients synced to within about 10ms on average, so I can determine with fairly good accuracy the latency in the packets sent (by sending the timestamp with the original packet and finding the difference in ms when it arrives), but I can't seem to figure out what to do with this latency number. For example, I have an interpolation period of 100ms, and lets say I calculate a latency of 50ms. What do I do with those 50ms of latency?

Where to start?

28 April 2010 - 02:23 PM

I have been developing web-based games for almost a decade and am now finally getting into 3D-based games. I am still in the early planning stages and am a 2-man team with myself being the programmer and somewhat interface design and then the other being an artist. Should I approach the project by doing all of the concept art, planning out all of the interface screens in detail, etc, or should I just dive right into the code and get some sort of working prototype made where I can build an interface and environment design around it?