[MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs
Wed Aug 25 16:32:13 New Zealand Standard Time 1999
> -----Original Message-----
> From: Mik Clarke [mailto:mikclrk at ibm.net]
> Sent: Wednesday, August 25, 1999 4:13 PM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs
> "Koster, Raph" wrote:
> > > From: Mik Clarke [mailto:mikclrk at ibm.net]
> > >
> > > "Koster, Raph" wrote:
> > > > You would still need a certain critical mass, of course. But players
> > > > given the slightest provocation (notice the popularity of dedicated
> > > > "auction" channels).
> > >
> > > or abuse the
> > > auction mechanism to act like the ACME Mail Order company that Wiley E
> > > Coyote is so fond of. One guy says they want something, another guy
> > > buys it and puts it up for auction, the first guys has to win the
> > > bidding and the auction mechanism will magically deliver the item to
> > > no matter where he is in the mud.
> > Don't see what's wrong with that either. If that is not what is desired
> > the economy, then don't have the code magically deliver it.
> Oh, it's not the economic effects, it's the way it reduces the necessity
> players to plan ahead and prepare themselves. If you can be
> stuck on a high mountain ledge, with a viscious Yeti wandering around
> kill you and just order out for a few potions of healing, sancturay and
> maybe a new magic sword it sort of streches the believability a bit (and
> the threat level of the scenario).
Then definitely, don't have the auction system magically deliver the item.
Have central auction houses, or the like, and provide merely the tools to
encourage and assist the marketing and sales process (automated bid
tracking, time limits, etc).
Check out http://www.uomarket.com/ for an example of the auction channel
taken to a logical extreme.
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