[MUD-Dev] Are eBay sales more than just a fad?

Andy andy at mouseclick.demon.co.uk
Thu Sep 28 22:17:26 CEST 2000


From: Paul Schwanz - Enterprise Services <Paul.Schwanz at east.sun.com>

> Buying gold medals in the Olympics might be a fact of life.  I'm not quite
as
> cynical as others on the list, but I'll concede that money can tend to
bring
> more medals to a country.  However, I don't think that this is in keeping
with
> the 'spirit' of the Olympic Games.  I dislike it.  Similarly, I dislike
buying
> success in a MMORPG.  It doesn't seem very 'sporting' to me.  I feel that
gold
> medals and success in MMORPG's should be based primarily on the skill of
the
> competitors (and again, I include many and various categories of skill in
the
> distinction).  To me, even a broad concept of games and sportsmanship
requires
> this, but I confess that this is simply my opinion...and apparently the
opinion
> of others who have expressed discomfort with the notion of buying success
in a
> game.
>
> --Phinehas

Perhaps we should allow the player to trade time for advancement in more
than
one way.  At the moment there is only one way to do this, stay online and
kill
mobiles etc. perhaps alternatives such as "selling" online time for
advancement
of that character - by which I mean that the player can not go online again
until that
time sold has expired.  If they absolutely need to go online then we can
punish
them buy reducing the amount of advancement they gained on the time that
has been used up.  This would be helpful to the server admin as well since
he/she
can use this information to plan server timetables (i.e. when the player is
next
scheduled to be online). Plus it can be used to predict what player
information
will be needed and what wont.





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