[MUD-Dev] Blog about GDC implies changes to MMORPG population

Jaycen Rigger jaycen.rigger at sbcglobal.net
Sat Jun 11 05:07:01 New Zealand Standard Time 2005


Barry Kearns <barrykearns at qwest.net> wrote:

> Errr..  isn't that almost the exact opposite of MUDflation?

> I've always understood the primary thrust of the term to mean the
> glut of powerful objects outrunning the (typical) increase in
> total coinage.  This tends to lead to extremely powerful objects
> being available for startlingly LOW prices on player marketplaces,
> and that tends to lead (in turn) to having many quest rewards
> treated as "no longer worth it".

It's both.  Gold inflation has the same problem.  When characters
accumulate bajillions of gold coin, with nothing to spend it on,
prices start to climb to rediculous numbers and some people try to
"fix" this by increasing starting gold for newbies (so they can
actually buy something when they arrive), but this just makes the
problem worse.

The other side of the gold problem is that more powerful players
just start giving powerful items and exceptional quality craftables
to newbies because they're already so insanely rich they don't care
about acquiring more gold.
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