1999Q2/
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<H1>RE: [MUD-Dev] Game Economies</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Game Economies</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 10 Jun 1999 12:21:34 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From: Hans-Henrik Staerfeldt [<A  HREF="mailto:hhs#cbs,dtu.dk">mailto:hhs#cbs,dtu.dk</A>]
&gt; Sent: Thursday, June 10, 1999 8:32 AM
&gt; To: 'mud-dev#kanga,nu'
&gt; Subject: RE: [MUD-Dev] Game Economies
&gt; 
&gt; 
&gt; 
&gt; On Wed, 9 Jun 1999, Koster, Raph wrote:
&gt; 
&gt; &gt; &gt; like it might be able to be correlated to a progressive 
&gt; income tax.
&gt; &gt; 
&gt; &gt; We did something like that on UO for a while--the total 
&gt; quantity of gold in
&gt; &gt; the system was tied to the total size of the playerbase, 
&gt; and goods/gold on
&gt; &gt; monsters (or issued by shops) was tied to how much remained 
&gt; in the "bank"
&gt; &gt; (eg, not in play, either on monsters or in players' hands).
&gt; &gt; 
&gt; &gt; The system broke because players hoarded *everything*. Soon 
&gt; no monsters were
&gt; &gt; worth killing because they had no loot whatsoever, and 
&gt; every shop was out of
&gt; &gt; stock and out of cash.
&gt; &gt; 
&gt; 
&gt; Did you make 'the game' passive in this balance, or did 'the game' try
&gt; harder to get at the resources if the players hoarded them? 
&gt; If hoarding
&gt; caused repeated attacks on players/settlements, soon hoarded resources
&gt; would be brought 'back into the economic loop'.

That was the idea, only it didn't manifest for numerous reasons, chief among
them being the fact  that players found/demanded secure storage where things
could not be gotten at by the game by any means, including even normal
time-based decay.



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Game Economies</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00821" HREF="msg00821.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Laurel Fan <a href="mailto:lf25+@andrew.cmu.edu">lf25+@andrew.cmu.edu</a>, Tue 15 Jun 1999, 18:02 GMT
<UL>
<LI><strong><A NAME="00825" HREF="msg00825.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Albert <a href="mailto:thecheezeman#earthlink,net">thecheezeman#earthlink,net</a>, Wed 16 Jun 1999, 04:32 GMT
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<LI><strong><A NAME="00702" HREF="msg00702.html">RE: [MUD-Dev] Game Economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 10 Jun 1999, 16:14 GMT
<UL>
<LI><strong><A NAME="00829" HREF="msg00829.html">[MUD-Dev] Different approaches?</A></strong>, 
Dani Dumitrescu <a href="mailto:recuperating#home,com">recuperating#home,com</a>, Thu 17 Jun 1999, 15:38 GMT
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</UL>
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<LI><strong><A NAME="00704" HREF="msg00704.html">RE: [MUD-Dev] Game Economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 10 Jun 1999, 17:28 GMT
</LI>
<LI><strong><A NAME="00718" HREF="msg00718.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Thu 10 Jun 1999, 22:18 GMT
<UL>
<LI><strong><A NAME="00736" HREF="msg00736.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 11 Jun 1999, 02:53 GMT
<UL>
<LI><strong><A NAME="00747" HREF="msg00747.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 11 Jun 1999, 06:47 GMT
<UL>
<LI><strong><A NAME="00761" HREF="msg00761.html">[MUD-Dev] Re: Game Economies</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Fri 11 Jun 1999, 18:12 GMT
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</UL></BLOCKQUOTE>

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