[MUD-Dev] Simpson's "In-Game Economics of UO"
Paul Schwanz - Enterprise Services
Paul.Schwanz at east.sun.com
Fri Apr 21 10:00:50 CEST 2000
> At 02:12 PM 4/19/00 -0700, Timothy Dang wrote:
> >
> >Zack Simpson asked me to point out that a friendlier, HTML version of his
> >paper on the development of UO's economy is available at:
> >http://www.totempole.net/uoecon/uoecon.html
>
> These are cool. :-)
>
I thought so as well. I was especially fascinated by how the "improve-by-doing"
system for gaining skills can throw a wrench in the whole economy. However, I
have a suggestion/question. What if the model were changed slightly to
"improve-by-failing?" In other words, what if you only increased skills by
taking such risks that the resources were inevitably expended without producing
an item. Also, give the character the opportunity to choose whether they are
attempting to increase skill (resources automatically consumed) or attempting to
make a saleable item (item created if successful). Perhaps this slight
modification would result in characters actually creating only the items that
were in demand. In a sense, perhaps this is just a variation on
"improve-by-paying" since you "pay" the resources in order to improve skill, but
for some reason, I like it better than simply buying skills from someone.
--Phinehas
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