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13432: Re: [MUD-Dev] Simpson's "In-Game Economics of UO"

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From: <adam@treyarch.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 26 Apr 2000 11:28:32 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Sat, 22 Apr 2000, Timothy Dang wrote:
> One other approach is to increase the opportunity cost of production. If
> it took a significant amount of time to make a crude dagger, and a similar
> amount for a really nice halberd, then those capable of creating the
> halberd wouldn't be competing with those creating the daggers.

But they *are* competing, because anyone in the market for a weapon would
rather have a nicely-made halberd versus a crude dagger, at least assuming
the combat mechanics of most muds.

What would be better is if the less skilled craftsman was producing paperclips,
for which there was a certain demand, but which produce little enough profit
so as to not be worthwhile to the more advanced craftsman, which is busy making
halberds.  Then, perhaps, they are in a different market from the master
craftsman, who doesn't waste their time on halberds or paperclips, since they
are busy creating battleships.

A way of putting this into practice on an actual mud would be to require that
advanced items (say, battleships) require smaller components which a less
skilled (or resourcefull) craftsman could make, and then sell to the master,
who doesn't wish to waste their time with such details.

Adam





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