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

Travis S. Casey efindel at io.com
Mon Jun 14 10:03:17 CEST 1999


On Mon, 14 Jun 1999, Koster, Raph wrote:
> > From: Travis Casey [mailto:efindel at io.com]

> > 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?

I mean on the character, or in a place where only that character will be
able to get to it.  Thus, if all your equipment simply drops on the ground
where you logged out, I'm not counting that -- chances are it won't still
be there when you get back.

If the character has the equipment still when he/she logs back on, that
would qualify as "equipment saving" to me.  Ways of allowing something
similar include storage lockers or saving equipment in character's homes.

Basically, it boils down to "will I need to go buy or find equipment again
when I log in, or can I count on the equipment I had before still being
there for me."

--
       |\      _,,,---,,_        Travis S. Casey  <efindel at io.com>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_) 




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