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