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Re: [MUD-Dev] Game Economies
On Fri, 11 Jun 1999, Ola Fosheim [iso-8859-1] Grøstad wrote:
> Ross Nicoll wrote:
> > Or, in the case of more sentient monsters (orks, kobolds, whatever), you
> > could have a whole economy for them too, and they could organise raiding
> > parties against human cities...
> I agree, it sounds exciting. Provided that you solve the basic problem:
> keeping players happy. I don't think Raph would enjoy going to his
> newsgroup after an incident like that ;) Imagine the happy camper that logs
> in after one week, and finds his savings gone! What a crappy game! It is
> probably easier to remove the ability to save money.
I think if players knew this would happen, and expected it, and understood
why, it might not be so bad.
Okay, you win, it wouldn't make them exactly happy :)
> Another point, collecting things is fun if your collection improves. With
> the danger of sounding provocative: why kill a fun activity?
Improves or expands? I'm beginning to think that ideas such as tax and
equipment wearing out are good. Only problem is, if someone goes on an
extended holiday from MUDding (exams, for instance) they may come back to
find most of their equipment has worn out. Aaanyway, if things do wear
out, but people have more money, over time, they are likely to keep the
same sort of equipment, but will have better versions...
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- Thread context:
- RE: [MUD-Dev] Game Economies, (continued)
- RE: [MUD-Dev] Game Economies,
Caliban Tiresias Darklock caliban#darklock,com, Thu 10 Jun 1999, 05:20 GMT
- RE: [MUD-Dev] Game Economies,
Ross Nicoll rnicoll#lostics,demon.co.uk, Thu 10 Jun 1999, 12:55 GMT
- Re: [MUD-Dev] Game Economies,
Greg Miller gmiller#classic-games,com, Thu 10 Jun 1999, 15:27 GMT
- RE: [MUD-Dev] Game Economies,
Marian Griffith gryphon#iaehv,nl, Fri 11 Jun 1999, 21:33 GMT
- RE: [MUD-Dev] Game Economies,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Thu 10 Jun 1999, 15:26 GMT
- Re: [MUD-Dev] Game Economies,
Jo Dillon emily#thelonious,new.ox.ac.uk, Thu 10 Jun 1999, 15:27 GMT
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