[MUD-Dev] D&D vs. MMORPG "complexity"
Threshold RPG
business at threshold-rpg.com
Thu May 22 03:41:19 CEST 2003
On 19 May 2003, at 21:19, Dave Rickey wrote:
> I'll grant this, resolving the problem of drops and crafted having
> to compete on the same scale was never really resolved. It's my
> belief that as long as they *are* competing on the same scale, the
> problem is unsolvable, one or the other will always dominate.
I think the ultimate solution to this is a system where everything
that can be dropped can also be crafted with only a few exceptions
on either end.
In other words, a few rare items that can only be found from
monsters and a few rare items that can only be crafted.
Then people can choose to either be a wealthy member of society that
is social enough to have connections, or they can be more
anti-social and rely totally on drops.
----------------------------------------------------------------------
Michael Hartman, J.D. (http://www.threshold-rpg.com)
President & CEO, Threshold Virtual Environments, Inc.
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