[MUD-Dev] Managing MUD economy
Koster
Koster
Wed Dec 12 08:35:49 CET 2001
> -----Original Message-----
> From: Vladimir Prelovac
> I want to hear some of your opinions or practical ideas for this
> problem.
> How can one manage economy on a simple, level based MUD? Setup is
> as following.
...
> I am not looking for a in-depth theoretical discussion, I merely
> want some practical advice.
Have lots of drains.
- Make darn near every item break. This may mean getting away from
unique items and items you can only obtain once. If you're going
to have items you can only obtain once, make sure they are divided
by class/profession/whatever (eg, only useful to a subset) and
then make sure *everyone* obtains them so that there are usually
some available. Of course, then you also need to guarantee an
influx of newbies. ;)
- make various necessary activities, such as spellcasting, have
costs to them. Rent (as in, a fixed cost drained over real time
from your game bank account based on what items your character
possessed), largely abandoned a few years back because it was
onerous, was an excellent one. It scaled in cost as the character
rose in level.
- have big expensive useless things on which to spend money. In
other words, support discretionary spending. Things like in-game
player houses, titles, restrung items, etc, make for great money
sinks that do not affect the player's power level much (which is
your main concern).
- have catastrophic loss. In other words, deathtraps can indeed be
your economic friend. :)
-Raph
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list