[Home] [Groups] - Message: [Prev in Group] [Next in Group]
25161: Re: [MUD-Dev] Questions about my MUD design
[Full Header] [Plain Text]
From: Timothy Dang <tdang@BPA.Arizona.EDU>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 30 Dec 2002 12:20:54 -0700 (MST)
References: [1]
Organization: Kanga.Nu
On Wed, 11 Dec 2002, Christer Enfors wrote:
> There will be no classes or levels, only stats and skills, both of
> which improve with use.
<snip>
> There will be an extensive tradeskill system. This is how all
> equipment enters the world. NPCs will not be born carrying any
> "loot". If they want equipment, they'll have to buy it from a
> local producer like the rest of us.
These two features can interact badly. The potential problem is that
players will practice lots by making stuff, and thereby flood the
market with stuff, which may be given away or sold below cost. That
would make it very difficult to actually make a living by selling
these things.
One trick which EQ used for their spell-scroll tradeskill at least
was to allow practicing via using cheaper inputs that produced no
real output. So, if you're just practicing for practice, and not to
sell stuff, you just spend some money to practice, and there's no
market flooding.
------------------------------
Timothy O'Neill Dang / Cretog8
520-884-7261
One monkey don't stop no show.
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev