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29690: Re: Re[2]: [MUD-Dev] DESIGN: Active and Inactive currency
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From: "Rayzam" <rayzam@travellingbard.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 27 Apr 2004 10:05:48 -0700
References: [1]
Organization: Kanga.Nu
From: "John Buehler" <johnbue@msn.com>
> Rayzam writes:
>> From: "Alistair Milne" <krug@krug.org.uk>
>>> Why would someone do that, break the cartel? Because even
>>> though they reduce their margins a little, they still get more
>>> overall profit for a while because they get more customers
>>> looking for a bargin. Everyone's always looking for a fast
>>> buck...
>> So wouldn't the crafters switch to a different product? If
>> someone is truly into making monkey, then they won't really care
>> about whether they make money by baking cookies or bread, or
>> making gyros or burritos. Most crafting systems don't tie the
>> crafter down into such a small manufacturing niche, for the
>> simple reason that if the example above occurs, you lose
>> players. Idle crafters will leave. Crafters who can't make any
>> needed products will leave.
> I wonder if a distinction should be made between "crafter" and
> "businessman". In the game world, I'm a crafter. I like to make
> stuff and to see people use it. I couldn't care less if I made
> money from it. If I was working for a business that let me craft
> an interesting item that people used and I made a nominal salary,
> I'd be a happy camper. I think that a lot of "crafters" feel that
> same way.
> As a crafter, my only interest in money is usually that I HAVE to
> worry about the stuff so that I can make stuff that people will
> use. Games seem to happily intermingle business and crafting.
Yep, in most systems, crafting and business go together. Much of it
is to give a variety of options for a service class. Keep em busy,
instead of idle.
I wonder if there's support to split crafter and businessman? SWG
has different paths on the trees for it. Anyone know of a pure
businessman?
rayzam
www.travellingbard.com
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