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15675: RE: [MUD-Dev] trade skill idea
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From: "Koster, Raph" <rkoster@verant.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 8 Oct 2000 19:29:31 -0700
Organization: Kanga.Nu
> [mailto:mud-dev-admin@kanga.nu]On Behalf Of
> Matthew Mihaly
> Sent: Sunday, October 08, 2000 2:54 PM
> On Sat, 7 Oct 2000, Batir wrote:
> > If you want to stop money farms, stop them. Why do NPC's
> buy thousands of
> > weapons that they don't use, don't resell, and basically
> just get deleted?
> > Why code that into your game?
>
> Because players want it. As was explained at, I think, the GDC lecture on
> "The In-game economics of UO" at last march's GDC, UO didn't always do
> this, and it pissed off the players. The players would produce swords, try
> to sell them to an NPC, and get quite pissed that the NPCs didn't want
> them. The expectation was that "We do work, and now we want money for it."
> Players don't care much about macro issues like whether there are "too
> many" longswords in the land. They just want to sell the sword they made
> and get money for it.
Enshrined in the Laws as "Players have higher expectations of the virtual
world than of the real one." I've got a little thing about it on my website
as well.
Zach Simpson's paper on UO economics that Matt references is available on
the web in HTML form at http://www.totempole.net/uoecon/uoecon.html.
Definitely worth reading--I don't know if it has ever been posted to the
list in tts entirety?
-Raph
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