[MUD-Dev] MUD Economy
Marian Griffith
gryphon at iaehv.nl
Fri Jan 9 11:07:17 CET 1998
On Thu 08 Jan, Ling wrote:
> On Wed, 7 Jan 1998, Shawn Halpenny wrote:
> > I have been pondering the startup and sustenance of a MUD economy,
> > some thoughts follow about moving toward a complete trade economy
> > where no money is present, nor required.
> On the flip side, what makes gold worth so much in the real world? I've
> never managed to work it out...
According to my economic's teacher gold is valued because it is rare and
durable. And you can make nice rings from it, though personally I prefer
silver over gold. Annoyed the salesman no end when we bought the wedding
rings until he figured out that I really do not like gold rings and was
not looking for a bargain ;)
> A large part of it will depend on if your players do use up or wear out
> stuff they own. For most muds, a sword will last indefinitely, with a bit
> of servicing from the local blacksmiths. A cow has no use, but I assume
> players can set up their own little empires in the mud. Cows also have a
> maintenance requirement each day (to generate milk which needs to find a
> vendor). Don't forget the shopkeeper has to maintain the thing that goes
> 'moo' too.
Actually a sword should last fairly short. After every fight it has to
be sharpened and that can be done only so often before it is too weak
to use. And it might be notched which means it is only good for scrap.
> > Perhaps vendors should keep track of what people have come in and
> > asked for but the vendor didn't have. He doesn't even need to have
> > any idea that it exists, just that someone asked for it. This
> > requires that characters be able to walk into a store and ask for an
> > item the shopkeeper doesn't have. Then the shopkeeper can wait until
> > someone trades him that desired item, or find another method of
> > obtaining some (trade caravans come to mind, amongst other avenues of
> > obtaining goods).
Eww. Sounds awfully complicated to me. Why not have players running the
shops? They ought to be better able to decide what items to sell and
what to refuse?
> You'll need something to stop players going into a shop, buying all
> available items of some sort then asking for even more (thereby inflating
> the price) and selling it back at a silly price.
A shopkeeper only has so much money. Prices should also depend on what
the shopkeeper can -afford- to buy. Of course this really upsets the
players who want to bring loads of junk to the shops for some cash.
> Alternative tactic, a player's arch rival needs one more cow, the player
> goes around asking for cows a lot kick the price up to an artificial high.
He would also end up with owning a lot of cows ;)
> Didn't bartering work on an as needed basis? Two guys with an excess
> stock unique to each other which the other need. So they trade, everyone
> wins.
Yes. You barter things you can use or expect to be able to trade away
for a profit later on. A weaponsmith may still accept a cart full of
cabbages in payment for equiping the local militia with swords knowing
that he can sell them at the market for things he really needs (like
coal, tools and ore).
> So perhaps a system where players barter with each other? But then,
> players have this stupid tendency to give things away for free in muds.
*grin* Not if doing without means starvation...
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
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