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<H1>Re: [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] thoughts on game economies</LI>
<LI><em>From</em>: Greg Miller &lt;<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 21 Jun 1999 14:05:35 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Matthew Mihaly wrote:
&gt; 
&gt; On Sat, 19 Jun 1999, Greg Miller wrote:
&gt; 
&gt; &gt;
&gt; &gt; I believe AberMUDs still behave this way typically. Ancient Anguish
&gt; &gt; operates this way, and I've come to like it quite a bit. It's not
&gt; &gt; popular with newbies, but it allows for extremely powerful unique items
&gt; &gt; without serious balance problems, when combined with reboots every 25
&gt; &gt; hours.
&gt; 
&gt; Why be so heavy-handed about it though? If your object is just to 

Oh, I agree... I'm just pointing out one of the very beneficial
side-effects of muds that don't save equipment.

allow
&gt; for extremely powerful unique items that disappear from players, then why
&gt; not just have the extremely powerful unique items disappear when they log
&gt; out. Or, have some sort of in-role reason. Perhaps these artifacts are

Because the items would never be circulated. The players would simply
pass them to their friends and only a small circle (clan, guild,
whatever) would hold on to them. The periodic reboots help with that.

&gt; simply too powerful for mortal-kind to hold onto for any period of time,
&gt; and bad things start happening if they hold onto them too long.

That's a reasonable approach, if you want to save eq (which is certainly
popular with players, and I rather like it myself).
-- 
<A  HREF="http://www.classic-games.com/">http://www.classic-games.com/</A>
Conspiracy theorists mistakenly assume others think before acting.
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<li><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev] thoughts on game economies</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly &lt;diablo#best,com&gt;</li></ul>
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<LI><STRONG><A NAME="00865" HREF="msg00865.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo#best,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>
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<ul compact>
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<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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<LI><strong><A NAME="00803" HREF="msg00803.html">[MUD-Dev] ADMIN: Searching on MUD-Dev archives</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 14 Jun 1999, 04:20 GMT
<LI><strong><A NAME="00802" HREF="msg00802.html">[MUD-Dev] Twisted Reality</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 14 Jun 1999, 01:29 GMT
<LI><strong><A NAME="00794" HREF="msg00794.html">[MUD-Dev] How to debug a method taking a variable list of arguments?</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 13 Jun 1999, 07:01 GMT
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</UL></BLOCKQUOTE>

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