[MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies
Koster
Koster
Mon Jun 14 11:28:51 CEST 1999
> -----Original Message-----
> From: Travis S. Casey [mailto:efindel at io.com]
> Sent: Monday, June 14, 1999 10:03 AM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies
>
>
> 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.
OK--this is pretty much a standard feature now on LPs using most major
mudlibs, and on all Diku-derived muds.
> 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.
Generally speaking, you see character persistence on muds before you see
lockers, houses, and other forms of object-in-the-world persistence (what I
call "middle layer.")
> 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."
To be honest, though I know they still exist, I have never played a mud like
this. :)
-Raph
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