[MUD-Dev] Game Economies
J C Lawrence
claw at varesearch.com
Wed Jun 9 20:17:57 CEST 1999
On Wed, 9 Jun 1999 16:01:25 -0500
Koster, Raph <rkoster at origin.ea.com> wrote:
> We did something like that on UO for a while--the total quantity
> of gold in the system was tied to the total size of the
> playerbase, and goods/gold on monsters (or issued by shops) was
> tied to how much remained in the "bank" (eg, not in play, either
> on monsters or in players' hands).
> The system broke because players hoarded *everything*. Soon no
> monsters were worth killing because they had no loot whatsoever,
> and every shop was out of stock and out of cash.
How long did this condition persist and what norming forces were
present to swing the pendulumn back the other way?
--
J C Lawrence Home: claw at kanga.nu
---------(*) Linux/IA64 - Work: claw at varesearch.com
... Beware of cromagnons wearing chewing gum and palm pilots ...
_______________________________________________
MUD-Dev maillist - MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list