1999Q2/
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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></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 21 Jun 1999 10:44:50 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

On Sat, 19 Jun 1999, Greg Miller wrote:

&gt; 
&gt; I believe AberMUDs still behave this way typically. Ancient Anguish
&gt; operates this way, and I've come to like it quite a bit. It's not
&gt; popular with newbies, but it allows for extremely powerful unique items
&gt; without serious balance problems, when combined with reboots every 25
&gt; hours.

Why be so heavy-handed about it though? If your object is just to allow
for extremely powerful unique items that disappear from players, then why
not just have the extremely powerful unique items disappear when they log
out. Or, have some sort of in-role reason. Perhaps these artifacts are
simply too powerful for mortal-kind to hold onto for any period of time,
and bad things start happening if they hold onto them too long.
--matt




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<li><strong><A NAME="00869" HREF="msg00869.html">Re: [MUD-Dev] thoughts on game economies</A></strong>
<ul compact><li><em>From:</em> Greg Miller &lt;gmiller#classic-games,com&gt;</li></ul>
<li><strong><A NAME="00867" HREF="msg00867.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>
<ul compact><li><em>From:</em> "Jeremy Music \"Sterling\"" &lt;rezo#lords,com&gt;</li></ul>
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<UL><LI><EM>From:</EM> Greg Miller &lt;gmiller#classic-games,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>RE: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</STRONG>, <EM>(continued)</EM>
<ul compact>
<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
<UL>
<LI><strong><A NAME="00867" HREF="msg00867.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Jeremy Music \"Sterling\ <a href="mailto:rezo#lords,com">rezo#lords,com</a>, Tue 22 Jun 1999, 00:26 GMT
<UL>
<LI><strong><A NAME="00872" HREF="msg00872.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Robert Brady <a href="mailto:rwb197#ecs,soton.ac.uk">rwb197#ecs,soton.ac.uk</a>, Tue 22 Jun 1999, 15:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00869" HREF="msg00869.html">Re: [MUD-Dev] thoughts on game economies</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 22 Jun 1999, 00:26 GMT
<UL>
<LI><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev] thoughts on game economies</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 22 Jun 1999, 01:24 GMT
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