[MUD-Dev] Managing MUD economy

Travis Casey efindel at earthlink.net
Sun Dec 16 16:31:26 New Zealand Daylight Time 2001

On Saturday 15 December 2001 1:06, Marc Hernandez wrote:
> 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).

Don't forget as well that the idea of fixed prices is a relatively
recent development -- for most of history, haggling was an important
part of buying things.  And it still is in many places.

In an economy where haggling is the norm, sellers are going to start
off with a higher "asking price" when dealing with someone they know
is rich.

       |\      _,,,---,,_     Travis S. Casey  <efindel at earthlink.net>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-' 
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