[MUD-Dev] Managing MUD economy
Derek Licciardi
kressilac at home.com
Wed Dec 12 22:37:32 CET 2001
> -----Original Message-----
> From: Koster, Raph
> 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. :)
Been a long time since I heard anyone on this list talk about 'Ye
ole DT'. *shiver* I do agree though, nothing cycled items and
wealth out of the game like a goold DT in a spot that the PC not
paying attention could fall into. On MozartMUD we used them on an
average, 1 per 2 - 3 areas. We had stringent rules that would
forewarn players so that they could not complain. Specific words
had to be in the text where one was near. Nothing irks a player
more than an unfair DT as they come off arbitrary. Most of the time
we had room timed teleports so that they had a chance of survival.
Stick a bunch of good stuff on the other side of that ravine with a
shredded rope bridge crossing it and you'll be suprised how many
players actually think it is worth the adventure or risk to cross.
All in all I thought it was a great "money sink" when done right.
Rent is another one, that I sometimes think is not necessary. I
believe that over the years, I have thought about rent in the same
way I do taxes vs tolls. When rent is a choice and I can reasonably
play the game while avoiding it, I don't mind it. If I want the
uber item, the house, or the whatever then I choose to incur the
penalty of rent which again is ok. Placing rent in the path of
character advancement has gameplay effects and penalizes the
casual/social player dramatically. Instead, I prefer usage style
taxes like tolls, or rare item rent, or house rent, or even vendor
maintenance. Much in the way that a couple of MUDs on this list
run, the game is mostly free, though if you want the best stuff in
game, it comes at a cost.
Discretionary spending is perhaps the best answer. My wife and I
couldn't make enough money to travel everywhere and see everything
in the world. Forget seeing all the new movies and reading every
book that comes out. A MUD or MMOW that implements plenty of
discretionary spending will have a more stable economy in my opinion
because inflation will nearly always be in check. Its when people
have nothing to do with their money, or wealth stagnation, that
causes a lot of these games inflation.
Derek
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