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Re: [MUD-Dev] Simpson's "In-Game Economics of UO"
> At 02:12 PM 4/19/00 -0700, Timothy Dang wrote:
> >
> >Zack Simpson asked me to point out that a friendlier, HTML version of his
> >paper on the development of UO's economy is available at:
> >http://www.totempole.net/uoecon/uoecon.html
>
> These are cool. :-)
>
I thought so as well. I was especially fascinated by how the "improve-by-doing"
system for gaining skills can throw a wrench in the whole economy. However, I
have a suggestion/question. What if the model were changed slightly to
"improve-by-failing?" In other words, what if you only increased skills by
taking such risks that the resources were inevitably expended without producing
an item. Also, give the character the opportunity to choose whether they are
attempting to increase skill (resources automatically consumed) or attempting to
make a saleable item (item created if successful). Perhaps this slight
modification would result in characters actually creating only the items that
were in demand. In a sense, perhaps this is just a variation on
"improve-by-paying" since you "pay" the resources in order to improve skill, but
for some reason, I like it better than simply buying skills from someone.
--Phinehas
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- Thread context:
- RE: [MUD-Dev] interesting article on world size and finance, (continued)
- Re: [MUD-Dev] Alignment (very long),
Paul Schwanz - Enterprise Services Paul.Schwanz@east.sun.com, Thu 20 Apr 2000, 22:07 GMT
- [MUD-Dev] Simpson's "In-Game Economics of UO",
Timothy Dang tdang@U.Arizona.EDU, Wed 19 Apr 2000, 22:53 GMT
- Re: Re PRIVATE [MUD-Dev] Justifying twinking,
Josh Olson jolson@micron.net, Wed 19 Apr 2000, 18:55 GMT
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