[MUD-Dev] Value in the Economy of the MOG

Federico Di Gregorio fog at mixadlive.com
Fri Jun 29 10:10:21 CEST 2001


On 28 Jun 2001 00:00:40 -0400, Delphine T. Lynx wrote:

> One way around this I'm looking into now is something akin to what
> Herbert did with the Dune books....water as a currency on
> Arrakis. You *need* X amount of it, otherwise you die.
 
> If you have more than the amount needed to survive, you have
> power, as you can 'give' it to people who have less than X.

this is not different from food, or metal to build weapons or
gold. the main problem with std. muds is that you have too many
sources for gold and too few sinks. that's because the mud is not a
closed system, to keep it alive it necessitates injections of
monsters/gold to be interesting. this is manily due to the fact
that:

    1/ players does not die, they can always reincarnate and kill
    more monsters gaining more gold requiring the mud to create
    continuously new mosters, etc...

    2/ usually players level-up by killing monsters: players do want
    to level so you need continuos injections on monsters.

possible solutions: create more gold sinks, have monsters do no
carry money around, etc.

imho, the best solution will be to have a *real* closed system, but
that poses some hard problems, first of all rethinking player-mob
interactions, levels, etc...

just my .02$,
federico

--
Federico Di Gregorio
MIXAD LIVE Chief of Research & Technology              fog at mixadlive.com
Debian GNU/Linux Developer & Italian Press Contact        fog at debian.org
                      The number of the beast: vi vi vi. -- Delexa Jones

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