[MUD-Dev2] stock market mechanisms in muds
Johnicholas Hines
johnicholas.hines at gmail.com
Sun Feb 18 17:26:09 CET 2007
On 2/16/07, Peter Keeler <scion at divineright.org> wrote:
> What if you could pretty much always make the finished product, but the
> quality of the product was affected by your skill? For instance, the
> sharpness of the swords you can make depends on how much skill you have,
> or the durability of the clothing you sew, etc.?
One way to look at this suggestion is: In-game support for a continuum
of many closely-related markets. There are other ways to create a
continuum of markets, not just quality - any time there are goods
parameterized with a number, you can have a continuum of markets.
Perhaps length of a bow, weight of a dumbbell, duration of an
hourglass, setpoint of a climate-control-system?
Of course, it is possible for other aspects of the game to essentially
eliminate the continuum.
For example, if there are plenty of leveled-up crafters producing
best-quality items, and everyone can afford best-quality items, there
might not be any demand for less-than-best quality.
Johnicholas
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