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

Jeremy Jeremy
Mon Jun 21 15:21:44 CEST 1999


On Mon, 21 Jun 1999, Matthew Mihaly wrote:

> 
> On Sat, 19 Jun 1999, Greg Miller wrote:
> 
> > 
> > I believe AberMUDs still behave this way typically. Ancient Anguish
> > operates this way, and I've come to like it quite a bit. It's not
> > popular with newbies, but it allows for extremely powerful unique items
> > without serious balance problems, when combined with reboots every 25
> > hours.
> 
> Why be so heavy-handed about it though? If your object is just to allow
> for extremely powerful unique items that disappear from players, then why
> not just have the extremely powerful unique items disappear when they log
> out. Or, have some sort of in-role reason. Perhaps these artifacts are
> simply too powerful for mortal-kind to hold onto for any period of time,
> and bad things start happening if they hold onto them too long.
> --matt

It is fairly easy to implement timers on objects (and even mobs) that remove
the object when the timer expires.  I use this on my mud for scribed spells
and alchemied (a word?) potions.  I would probably use it for popped items
as well except I use a "temp" flag that makes it when you log out or drop
link and idle out it is removed from inventory.  Both ideas work well
separately or in conjunction for this kind of thing.  (The re-equipping
after reboot is what sours me on Abermuds, even though I tend to like the
areas and quests of them and have even ported one of my favorites over to my
mud).

Sterling @ Wyld Knight




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