[MUD-Dev] Request for ideas
cjradder at cse.Buffalo.EDU
Wed Oct 3 20:22:55 New Zealand Daylight Time 2001
On Wed, 3 Oct 2001, Freeman, Jeff wrote:
>> From: holding99 at mindspring.com [mailto:holding99 at mindspring.com]
>> One concept I would like to see challenged is that a closed
>> ecosystem cannot be created such that players will not destroy
>> said ecosystem by killing anything that moves.
> I agree, I'd like to see that, too.
>> Not that I have any ideas to help you proceed. :)
> Begin with the assumption that players will kill anything that
> moves, and work from there. :P
It strikes me that all that is really needed is a limit on what a
character can carry/own. After that you find a decent magic number
for each type of resource you have, and add/remove that from the
server each time someone creates or cancels a character/account.
Then just place a minimum/initial resource value on the planet to
keep things moderately occupied.
It occurs to me that the only reason UO's system failed is because
you could own 100000 shirts. Set a limit on what you can keep and
you'll have more objects decaying back into the environment. Either
that or just make items decay even when not in use, albeit at a much
slower rate, but it seems to me that that would seriously annoy
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