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29660: 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: Sun, 25 Apr 2004 17:52:28 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
From: "Alistair Milne" <krug@krug.org.uk>

> Money does eventually pool at the crafts-people, granted, but the
> money only stays with them if their product is in constant demand,
> enough that they can make as much of it as they like and it keeps
> on flying off the shelves like hot cakes, or indeed like hot
> cookies.

> If that's the case then more competitors will come along to fill
> the extra need until market saturation is met.  And then at that
> point, it only takes one rogue crafts-person to break the cartel
> and sell their product just a little cheaper and then the whole
> house of cards tumbles and they're suddenly all into negative
> profit and going out of business faster than a five year old can
> eat raw cookie dough.

> 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.

    rayzam
    www.travellingbard.com
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