[MUD-Dev] Request for ideas

Chuk Radder 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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