[MUD-Dev] D&D vs. MMORPG "complexity"
Zach Collins {Siege}
zcollins at seidata.com
Thu May 15 05:31:14 CEST 2003
On Mon, 12 May 2003, Dave Rickey wrote:
> From: "Jeff Cole" <jeff.cole at mindspring.com>
>> "'Necessary' goods" is ill-chosen and overly broad. What I am
>> trying to say, is increase the bases of economic interaction such
>> that crafters are complementing rather than competing with loot.
>> By doing so, a design almost has to offer greater possibilities
>> for player-to-player interaction, economic and otherwise, as well
>> as more effective managment of world resources. But, it will
>> require a fundamental change in the approach to the economic
>> game-space.
> Such as what? For example, right now in Camelot, player-crafted
> dominates for those pieces that *can* be crafted, but that's only
> 8 out of 14 slots, the other 6 slots must be filled with
> dropped/quested pieces (and the 8 crafted pieces spell-crafted to
> match up with them). Isn't this "complementary"?
I would say no, unless player-crafting can alter or enhance dropped
and quested items. What you have seems to be two different markets
for wearable items; regardless of whether the items affect each
other, the systems do not interact.
--
Zach Collins (Siege)
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