[MUD-Dev] Star Wars Galaxies: 1 character per server

Damion Schubert damion at zenofdesign.com
Thu Jan 30 21:59:05 New Zealand Daylight Time 2003

From: Ron Gabbard

> The phrase "minority of players" is getting used a bit when
> talking about the SCS topic.  In a game where time played =
> in-game wealth generated and character skills developed, the
> definition of "player" needs to be refined as not all players are
> equal in terms of their impact on the server society.  One player
> that plays 60 hours per week has a significantly greater potential
> impact on the server than 15 players that play 4 hours per week.
> As loot value most often increases with player skill /mob
> difficulty, the single full-time player is soon pumping more money
> and/or items into the economy than the 15 other part-time players
> combined.

By saying that you can only play one character, you are saying that
your 60 hour a week player will have one hell of a blacksmith.  I
have no idea how you think a 4 hour a week player can compete with

Give the first guy 5 characters, and limit their treadmills to 4
hours a week worth, though, and the two will advance somewhat
equally.  Sure, the first guy will have 5 characters to the second
guy's one, but the second guy's will at least feel like he's in the
same ballpark.

The problem you point out is very real.  SCS just changes the color
of the horse.  You have to attack the treadmill aggressively if you
really want to address this issue.


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