[MUD-Dev] Managing MUD economy
marc at ias.jb.com
Fri Dec 14 22:06:07 New Zealand Daylight Time 2001
On Thu, 13 Dec 2001, Vladimir Prelovac wrote:
> Ok, the ideas so far dealt pretty good with the first problem -
> constant generation of money on MUD via mob respawning. The best
> drains are those that are inevitable.
> 3. Useful things everyone wants to buy. Scroll of recall or
> scroll of identify. Sanctuary potion. The problem is that their
> price is fixed and demand is equal through levels which means
> high level players will lose only a small percantage of their
> money to obtain such items.
Why is price fixed? And why can the price not fluctuate based on
'level'? Better metals might take a different, more expensive spell
to teleport the person. Really tough items might need multiple or
more expensive identifies (Bard's Tale had this).
The Priests of Bob(TM) will notice that there is a lot of demand and
raise the price. Or to tie it back into the economy, the Priests of
Bob(TM) might have to buy such and such which the players find and
bring in. The players might start raising the price and thus the
priests will have to raise their price.
Two standards are better than one.
Working at Oddworld.com (and not speaking for them).
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev