[MUD-Dev] Re: Affordances and social method (Was: Re:Wired Ma gazine...)
Koster
Koster
Mon Jul 13 10:49:09 CEST 1998
> -----Original Message-----
> From: Orion Henry [SMTP:orionZ at ix.netcom.com]
> Sent: Friday, July 10, 1998 10:35 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: Affordances and social method (Was:
> Re:Wired Magazine...)
>
> It is my idealistic belief that if something in a mud is blatantly out
> of line
> with the way the real world works then something in not implimented
> right
> in the mud... No, tailors dont have to nor did they ever have to
> become
> great warriors in order to make clothes.
[snip]
> If pkillers are taking out the non-combatent players this SHOULD drop
> the
> supply of nessarry items, therein shooting up the prices, therein
> offering
> those non-combantents more resources with wich to ply their trade.
>
> Allowing killing is not the problem: the lack of a "complete" system
> allows for unbalance ( such as the lack of power/use of non-combatents
> )
>
Ah, the "correct" solution, it would seem. But the problem here is that
in a world of a given size, you'll have to really be a specialist
tailor-killer to get this effect. And it DOES still encourage
tailor-warriors to develop, as they will make a killing in the market
with their probably poorer-quality goods once the true professionals are
eliminated. Getting this effect btw assumes a vastly reduced role for
NPC shops from the traditional...
-Raph
> --
> MUD-Dev: Advancing an unrealised future.
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