[MUD-Dev] [STORY] Story and population size

Jeff Cole jeff.cole at mindspring.com
Thu Dec 6 07:08:50 New Zealand Daylight Time 2001

From: "Dave Rickey" <daver at mythicentertainment.com>

> With a population that varies from 500 to 3000, divided into three
> realms, and further divided between 4 trades, that works out to
> 8-48 people online at a time you might do business with.  However,
> the chances of someone wanting to buy something, and being unable
> to find *anyone* prepared to sell it to him, is extremely high,
> especially off-peak.

> Which creates a nasty Catch-22: I have to reduce the barriers
> between buyer and seller, up to and including offline trading.
> But if I lower them *too* far, the market is too efficient, and
> no-one actually makes any money.  

That you have to manage artificially you economy with barriers
between buyers and seller should set off all kinds of warning bells
that your economy is fundatmentally unsound.  What you are really
saying is that DAoC has such potential for overproduction that you
must restrict the ability of players to interact in order to
artificially manage supply to keep demand (and prices) inflated.

The Catch-22 is a entriely your own creation.

Yrs Affty,
Jeff Cole

MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list