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Re: [MUD-Dev] Game Economies
On Wed, 9 Jun 1999 16:01:25 -0500
Koster, Raph <rkoster#origin,ea.com> wrote:
> We did something like that on UO for a while--the total quantity
> of gold in the system was tied to the total size of the
> playerbase, and goods/gold on monsters (or issued by shops) was
> tied to how much remained in the "bank" (eg, not in play, either
> on monsters or in players' hands).
> The system broke because players hoarded *everything*. Soon no
> monsters were worth killing because they had no loot whatsoever,
> and every shop was out of stock and out of cash.
How long did this condition persist and what norming forces were
present to swing the pendulumn back the other way?
--
J C Lawrence Home: claw#kanga,nu
---------(*) Linux/IA64 - Work: claw#varesearch,com
... Beware of cromagnons wearing chewing gum and palm pilots ...
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- Thread context:
- Re: [MUD-Dev] Game Economies, (continued)
- Re: [MUD-Dev] Game Economies,
Caliban Tiresias Darklock caliban#darklock,com, Tue 08 Jun 1999, 16:41 GMT
- Re: [MUD-Dev] Game Economies,
Ola Fosheim Grøstad olag#ifi,uio.no, Tue 08 Jun 1999, 16:50 GMT
- Re: [MUD-Dev] Game Economies,
J C Lawrence claw#varesearch,com, Fri 11 Jun 1999, 01:49 GMT
- RE: [MUD-Dev] Game Economies,
Koster, Raph rkoster#origin,ea.com, Wed 09 Jun 1999, 21:08 GMT
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