[MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies

Koster Koster
Mon Jun 14 09:35:13 CEST 1999


> -----Original Message-----
> From: Travis Casey [mailto:efindel at io.com]
> Sent: Saturday, June 12, 1999 2:34 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies
> 
> 
> On Friday, June 11, 1999, Caliban Tiresias Darklock wrote:
> > On 11:31 AM 6/11/99 -0500, I personally witnessed Travis S. 
> Casey jumping
> > up to say:

> >>IMHO, the lack of equipment persistence is one of the major 
> reasons why
> >>economies on standard muds tend to be rather screwed up.
> 
> > Huh? What MUDs have you been playing? Or rather, what definition of
> > equipment persistence are you using?
> 
> I should have stated that differently.  What I meant was the common
> practice on Dikus and LPs of having players lose all their equipment
> on logging out.  I realize that this doesn't apply to all muds, and
> that some have "storage lockers" or other ways around it, but most
> muds do have it, and even on those with storage lockers, etc., prices
> for equipment are relatively low.

Can we clarify terms? Dikus and derived codebases have had saving of
equipment on characters for ages, of course. That's where all the "rent"
stuff comes from. I know many LPs lacked it at one time, but I believe it is
now a fairly standard feature.

I assume you mean persistence of owned items within the world, not on the
character (cf my "three layers of object persistence" thing--character,
objects in the world, world). I say this based on your reference to storage
lockers. Is this what you mean?

-Raph



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