[MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs
Mik Clarke
mikclrk at ibm.net
Wed Aug 25 21:13:06 CEST 1999
"Koster, Raph" wrote:
>
> > From: Mik Clarke [mailto:mikclrk at ibm.net]
> >
> > "Koster, Raph" wrote:
> > > You would still need a certain critical mass, of course.
> > But players trade
> > > given the slightest provocation (notice the popularity of dedicated
> > > "auction" channels).
> >
> > or abuse the
> > auction mechanism to act like the ACME Mail Order company that Wiley E
> > Coyote is so fond of. One guy says they want something, another guy
> > buys it and puts it up for auction, the first guys has to win the
> > bidding and the auction mechanism will magically deliver the item to him,
> > no matter where he is in the mud.
>
> Don't see what's wrong with that either. If that is not what is desired for
> the economy, then don't have the code magically deliver it. In terms of
> economic transaction, it's clearly something so easy to do that there is no
> associated cost with it--if there were, you'd likely see people doing it for
> a premium.
Oh, it's not the economic effects, it's the way it reduces the necessity
for
players to plan ahead and prepare themselves. If you can be stuck on a
high mountain ledge, with a viscious Yeti wandering around trying to
kill you and just order out for a few potions of healing, sancturay and
maybe a new magic sword it sort of streches the believability a bit (and
the threat level of the scenario).
Mik
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