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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>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 21 Jun 1999 18:00:11 -0700 (PDT)</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>
On Mon, 21 Jun 1999, Greg Miller wrote:

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

Make a way to steal them, that is preventable, but which requires periodic
vigilance on the part of the player. Perhaps there could be a defence
(this is what we do), that must be turned off to give things away. Then
give some players (by class or whatnot) the ability to command other
players to do things. They'd command the people to give these items to
them. These people would have the defence to that up, so the commanders
would have to command them to take it down first. Or, perhaps, make very
expensive, but temporary, defences against stealing for items. Players
would regularly have to do &lt;whatever&gt; to the items to keep the defence up.
By doing this, you can pretty much be assured that if the item has any
value, other players will eventually get it. You make thievery an eternal
possibility which can only be prevented against by either skill or by
regular maintenance of certain defences.
--matt




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<LI><STRONG><A NAME="00869" HREF="msg00869.html">Re: [MUD-Dev] thoughts on game economies</A></STRONG>
<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>
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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>, 
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
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<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
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<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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<LI><EM>Message not available</EM><UL>
<LI><strong><A NAME="00801" HREF="msg00801.html">[MUD-Dev] Re: 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, 21:24 GMT
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