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Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies



On Mon, 21 Jun 1999, Jeremy Music "Sterling" wrote:

> It is fairly easy to implement timers on objects (and even mobs) that remove
> the object when the timer expires.  I use this on my mud for scribed spells
> and alchemied (a word?) potions.  I would probably use it for popped items
> as well except I use a "temp" flag that makes it when you log out or drop
> link and idle out it is removed from inventory.  Both ideas work well
> separately or in conjunction for this kind of thing.  (The re-equipping
> after reboot is what sours me on Abermuds, even though I tend to like the
> areas and quests of them and have even ported one of my favorites over to my
> mud).

AberMUDs are now tending towards getting rid of global resets ; some even
have equipment saving now.

As yet, there are no distributed AberMUD codebases that do those things,
but it's likely that in the future this will happen.

-- 
Robert




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