[MUD-Dev] thoughts on game economies

Matthew Mihaly diablo at best.com
Mon Jun 21 18:00:11 CEST 1999


On Mon, 21 Jun 1999, Greg Miller wrote:

> 
> Because the items would never be circulated. The players would simply
> pass them to their friends and only a small circle (clan, guild,
> whatever) would hold on to them. The periodic reboots help with that.

Make a way to steal them, that is preventable, but which requires periodic
vigilance on the part of the player. Perhaps there could be a defence
(this is what we do), that must be turned off to give things away. Then
give some players (by class or whatnot) the ability to command other
players to do things. They'd command the people to give these items to
them. These people would have the defence to that up, so the commanders
would have to command them to take it down first. Or, perhaps, make very
expensive, but temporary, defences against stealing for items. Players
would regularly have to do <whatever> to the items to keep the defence up.
By doing this, you can pretty much be assured that if the item has any
value, other players will eventually get it. You make thievery an eternal
possibility which can only be prevented against by either skill or by
regular maintenance of certain defences.
--matt




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