[MUD-Dev] Managing MUD economy
tomcat at galeb.etf.bg.ac.yu
Tue Dec 11 19:32:04 New Zealand Daylight Time 2001
I want to hear some of your opinions or practical ideas for this problem.
How can one manage economy on a simple, level based MUD? Setup is as
Some mobs carry money. Some mobs carry equipment. Players can sell
equipment for money. Question is how can you combine all this into
a playable economy? The problem is that mobs respawn together with
their eqipment which can be again sold. The second problem is how
much should level 30 equipment cost compared to level 5
equipment. If the formula is linear then level 5 player can easily
buy a level 30 item which shouldn't be the case. If the formula is
exponetional then higher level players could make huge amounts of
money as they progress, and a huge difference would occur between
lower and higher level players (for example higher level player
could give 10000 coins to a low level friend - nothing for the
player but a unimaginably huge sum in the eyes of a friend).
As a coder you have the control which mobs will carry money and how
much. Some mobs will carry equipment but you can not interfere much
there, it is area builders question. The best you can do it decide
how much the equipment will cost (based on mob level). You have
complete control over shops - their bussiness and profit ratio. You
can make custom expenses for the players.
I am not looking for a in-depth theoretical discussion, I merely
want some practical advice.
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