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Re: [MUD-Dev] Re: multiplaying
On Fri, 24 Mar 2000, Lovecraft wrote:
> For free muds this is impossible. There is at least one form of currency
> for the free mud: time online. Considering the feedback mechanism of money:
> that which is paid more for is valued more (at least by those paying). For
> free muds, there is time online. The more one plays online, the more it is
> valued. For example: You get "X" amount of votes/points for each hour
> online.
Excellent idea! I love the idea of time online as a currency. Although
this still applies to pay muds.
My main UO character was red for four months. During that time he was
almost useless. Now that he is blue again I can actually go to a town
without getting whacked. That four months of effort I put in is VERY
valuable to me.
Chris Allen mentioned in a psuedo Skotos meeting that time a resource that
you will never get back. This idea makes time online a very precious
currency.
Wes!
wconnell#skotos,net
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- Thread context:
- Re: [MUD-Dev] Trouble Makers or Regular Citizens, (continued)
- Re: [MUD-Dev] Re: multiplaying,
Lovecraft dave#darkages,com, Mon 27 Mar 2000, 17:42 GMT
- [MUD-Dev] Re: MUD-Dev digest, Vol 1 #18 - 17 msgs,
Dr. Cat cat#realtime,net, Fri 24 Mar 2000, 14:44 GMT
- [MUD-Dev] Embedding C/C++,
Draymoor fibhufky#erols,com, Thu 23 Mar 2000, 23:16 GMT
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