[MUD-Dev] Gdn: item decay was: Blog about GDC implies changes toMMORPG population

Ian McDonald-ONLINE ian.mcdonald at bbc.co.uk
Wed Jul 27 16:16:57 CEST 2005


On Thu, 21 Jul 2005 21:13:54 -0500
Damion Schubert <dschubert at gmail.com> wrote:

> While not exactly what you're talking about, Earth and Beyond had
> a similar dynamic, where they had a crafting system that allowed a
> crafting system to disassemble any item in order to have a chance
> for that item to be added to their 'recipe book'.  The net result
> is that items that were on the verge of breaking were of very high
> value to craftsmen, who hoped to be able to learn how to add it
> permanently to their repertoire.

There's something similar in our [not yet announced] project; items
depend on skills to use and copy them, and you can sacrifice an item
instead of using it to increase those skils.

It worked well in the prototype; it will be interesting to see how
it goes in the real thing.
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