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10604: RE: [MUD-Dev] Game Economies

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From: "Koster, Raph" <rkoster@origin.ea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 10 Jun 1999 12:21:34 -0500
Organization: Kanga.Nu
> -----Original Message-----
> From: Hans-Henrik Staerfeldt [mailto:hhs@cbs.dtu.dk]
> Sent: Thursday, June 10, 1999 8:32 AM
> To: 'mud-dev@kanga.nu'
> Subject: RE: [MUD-Dev] Game Economies
> 
> 
> 
> On Wed, 9 Jun 1999, Koster, Raph wrote:
> 
> > > like it might be able to be correlated to a progressive 
> income tax.
> > 
> > We did something like that on UO for a while--the total 
> quantity of gold in
> > the system was tied to the total size of the playerbase, 
> and goods/gold on
> > monsters (or issued by shops) was tied to how much remained 
> in the "bank"
> > (eg, not in play, either on monsters or in players' hands).
> > 
> > The system broke because players hoarded *everything*. Soon 
> no monsters were
> > worth killing because they had no loot whatsoever, and 
> every shop was out of
> > stock and out of cash.
> > 
> 
> Did you make 'the game' passive in this balance, or did 'the game' try
> harder to get at the resources if the players hoarded them? 
> If hoarding
> caused repeated attacks on players/settlements, soon hoarded resources
> would be brought 'back into the economic loop'.

That was the idea, only it didn't manifest for numerous reasons, chief among
them being the fact  that players found/demanded secure storage where things
could not be gotten at by the game by any means, including even normal
time-based decay.



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