[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

10719: RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies

[Full Header] [Plain Text]
From: Hans-Henrik Staerfeldt <hhs@cbs.dtu.dk>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 15 Jun 1999 09:51:09 +0200 (MDT)
References: [1]
Organization: Kanga.Nu
On Mon, 14 Jun 1999, Koster, Raph wrote:
>=20
> > -----Original Message-----
> > From: Travis S. Casey [mailto:efindel@io.com]
>
> > Basically, it boils down to "will I need to go buy or find=20
> > equipment again
> > when I log in, or can I count on the equipment I had before=20
> > still being
> > there for me."
>=20
> To be honest, though I know they still exist, I have never played a mud=
 like
> this. :)
>=20

I seem to recall playing some early version of AberMud, where you had onl=
y
character persistance, you needed to run around and get everything again
when you logged in (competing with the other online players). (correct me
if im wrong).

Hans Henrik St=E6rfeldt   |    bombman@diku.dk    | work:  hhs@cbs.dtu.dk=
      |
address:                |___  +45 40383492    __|__       +45 45252425   =
  __|
 Dybendalsvej 74 2. th, | Scientific programmer at Center for Biological =
    |
 2720 Vanl=F8se, Danmark. |  Sequence Analysis, Technical University of D=
enmark|




_______________________________________________
MUD-Dev maillist  -  MUD-Dev@kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev