[MUD-Dev] Simpson's "In-Game Economics of UO"
adam at treyarch.com
adam at treyarch.com
Wed Apr 26 11:28:32 CEST 2000
On Sat, 22 Apr 2000, Timothy Dang wrote:
> One other approach is to increase the opportunity cost of production. If
> it took a significant amount of time to make a crude dagger, and a similar
> amount for a really nice halberd, then those capable of creating the
> halberd wouldn't be competing with those creating the daggers.
But they *are* competing, because anyone in the market for a weapon would
rather have a nicely-made halberd versus a crude dagger, at least assuming
the combat mechanics of most muds.
What would be better is if the less skilled craftsman was producing paperclips,
for which there was a certain demand, but which produce little enough profit
so as to not be worthwhile to the more advanced craftsman, which is busy making
halberds. Then, perhaps, they are in a different market from the master
craftsman, who doesn't waste their time on halberds or paperclips, since they
are busy creating battleships.
A way of putting this into practice on an actual mud would be to require that
advanced items (say, battleships) require smaller components which a less
skilled (or resourcefull) craftsman could make, and then sell to the master,
who doesn't wish to waste their time with such details.
Adam
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