[MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs
gmiller at classic-games.com
Mon Aug 30 22:29:26 New Zealand Standard Time 1999
Mik Clarke wrote:
> 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 trying to
> 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).
Of course, a similar problem occurs in systems that allow you to quit
out without penalty and pick up where you left off later... "Darn yeti!
I'll log and come back later when it's gone."
Of course, not all auction systems deliver items for you. The auction
hall in Ancient Anguish springs to mind. The problem there is that it's
a pain in the butt for players and nobody likes it.
Conspiracy theorists mistakenly assume others think before acting.
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