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<H1>RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on 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] Re[2]: [MUD-Dev] thoughts on 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>: Mon, 14 Jun 1999 11:28:51 -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: Travis S. Casey [<A  HREF="mailto:efindel#io,com">mailto:efindel#io,com</A>]
&gt; Sent: Monday, June 14, 1999 10:03 AM
&gt; To: 'mud-dev#kanga,nu'
&gt; Subject: RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies
&gt; 
&gt; 
&gt; On Mon, 14 Jun 1999, Koster, Raph wrote:
&gt; &gt; &gt; From: Travis Casey [<A  HREF="mailto:efindel#io,com">mailto:efindel#io,com</A>]
&gt; 
&gt; &gt; &gt; I should have stated that differently.  What I meant was 
&gt; the common
&gt; &gt; &gt; practice on Dikus and LPs of having players lose all 
&gt; their equipment
&gt; &gt; &gt; on logging out.  I realize that this doesn't apply to all 
&gt; muds, and
&gt; &gt; &gt; that some have "storage lockers" or other ways around it, but most
&gt; &gt; &gt; muds do have it, and even on those with storage lockers, 
&gt; etc., prices
&gt; &gt; &gt; for equipment are relatively low.
&gt; &gt; 
&gt; &gt; Can we clarify terms? Dikus and derived codebases have had saving of
&gt; &gt; equipment on characters for ages, of course. That's where 
&gt; all the "rent"
&gt; &gt; stuff comes from. I know many LPs lacked it at one time, 
&gt; but I believe it is
&gt; &gt; now a fairly standard feature.
&gt; &gt; 
&gt; &gt; I assume you mean persistence of owned items within the 
&gt; world, not on the
&gt; &gt; character (cf my "three layers of object persistence" 
&gt; thing--character,
&gt; &gt; objects in the world, world). I say this based on your 
&gt; reference to storage
&gt; &gt; lockers. Is this what you mean?
&gt; 
&gt; I mean on the character, or in a place where only that 
&gt; character will be
&gt; able to get to it.  Thus, if all your equipment simply drops 
&gt; on the ground
&gt; where you logged out, I'm not counting that -- chances are it 
&gt; won't still
&gt; be there when you get back.

OK--this is pretty much a standard feature now on LPs using most major
mudlibs, and on all Diku-derived muds.

&gt; If the character has the equipment still when he/she logs 
&gt; back on, that
&gt; would qualify as "equipment saving" to me.  Ways of allowing something
&gt; similar include storage lockers or saving equipment in 
&gt; character's homes.

Generally speaking, you see character persistence on muds before you see
lockers, houses, and other forms of object-in-the-world persistence (what I
call "middle layer.")

&gt; Basically, it boils down to "will I need to go buy or find 
&gt; equipment again
&gt; when I log in, or can I count on the equipment I had before 
&gt; still being
&gt; there for me."

To be honest, though I know they still exist, I have never played a mud like
this. :)

-Raph


_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<li><strong><A NAME="00819" HREF="msg00819.html">RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>
<ul compact><li><em>From:</em> Hans-Henrik Staerfeldt &lt;hhs#cbs,dtu.dk&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] speed problems update</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00817" HREF="msg00817.html">Re: [MUD-Dev] speed problems update</A></strong>, 
Quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Tue 15 Jun 1999, 01:19 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00811" HREF="msg00811.html">[MUD-Dev] SAR</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 14 Jun 1999, 18:56 GMT
<LI><strong><A NAME="00804" HREF="msg00804.html">RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 14 Jun 1999, 14:42 GMT
<UL>
<LI><strong><A NAME="00808" HREF="msg00808.html">RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 14 Jun 1999, 16:00 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00810" HREF="msg00810.html">RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 14 Jun 1999, 16:36 GMT
<UL>
<LI><strong><A NAME="00819" HREF="msg00819.html">RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Tue 15 Jun 1999, 14:46 GMT
<UL>
<LI><strong><A NAME="00820" HREF="msg00820.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Tue 15 Jun 1999, 15:27 GMT
</LI>
<LI><strong><A NAME="00863" HREF="msg00863.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Sun 20 Jun 1999, 02:54 GMT
<UL>
<LI><strong><A NAME="00865" HREF="msg00865.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 21 Jun 1999, 18:44 GMT
</LI>
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