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<H1>Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</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] Simpson's "In-Game Economics of UO"</LI>
<LI><em>From</em>: Brian Green &lt;<A HREF="mailto:brian#psychochild,org">brian#psychochild,org</A>&gt;</LI>
<LI><em>Date</em>: Sun, 23 Apr 2000 17:00:42 -0700</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>
Timothy Dang wrote:
 
&gt; If people were solely motivated by the profits from a skill, and thought
&gt; about it, then the whole thing wouldn't be quite as much of a problem,
&gt; because fewer people would get into a production field once it was mature.
&gt; But folks also want to be a blacksmith for the sake of being a blacksmith.
&gt; I'd be curious to know about the frustration level of folks starting out
&gt; in a trade. If it weren't for existing opportunity costs (gotta choose
&gt; between killing trolls and crafting swords), one would expect that every
&gt; profession would be a money-loser, since the competitive price for an item
&gt; would be the price charged by those already skilled at production.

This reminds me of certain spells in Meridian.  One of the most valued
spells was "Mend", which allowed you to fix an item that had partially
deteriorated.  The drawback was that the "maximum hitpoints" of the item
were decreased each time it was mended, making it less durable.  The
amount by which maximum decreased depended on the player's skill; more
skill caused less decrease, allowing for use from the item.

Merdian's spells increase through use.  So, to improve your percentage,
you had to cast the spell.  Players with low mend skills would often
cast the spell for free to anyone who wanted it.  Players with mid-level
mend skills would often require the material component for the spell
before it was cast (a few mildly hard to get items).  Players with high
level, however, could command good money for their abilities.

This was an interesting interaction, because at low levels you want to
cast your spell a lot to increase it, and damaging an item by yourself
was fairly slow going.  People would often accept these mends on common
items to get a bit more life out of them; it often wasn't worth spening
money to preserve a common item.  As the skill increased, however, the
more the player could offer in exchange for the opportunity to
"practice".  At high levels, especially when maxxed out, the player had
no reason to cast the spell for practice; it was purely cash or
need-based use, and people often wanted special items preserved for as
long as possible.

-- 
"And I now wait / to shake the hand of fate...."  -"Defender", Manowar
     Brian Green, brian#psychochild,org  aka  Psychochild
       |\      _,,,---,,_      *=* Morpheus, my kitten, says "Hi!" *=*
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      |,4-  ) )-,_..;\ (  `'-'  "Ritalin Cures Next Picasso" 
     '---''(_/--'  `-'\_)               -The_Onion_, August 4th, 1999



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<LI><STRONG><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></STRONG>
<UL><LI><EM>From:</EM> Timothy Dang &lt;tdang#U,Arizona.EDU&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00475" HREF="msg00475.html">[MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Wed 19 Apr 2000, 22:53 GMT
<UL>
<LI><strong><A NAME="00494" HREF="msg00494.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
F. Randall Farmer <a href="mailto:randy#communities,com">randy#communities,com</a>, Thu 20 Apr 2000, 23:43 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00507" HREF="msg00507.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</a>, Sat 22 Apr 2000, 04:13 GMT
<UL>
<LI><strong><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Sat 22 Apr 2000, 18:11 GMT
<UL>
<LI><strong><A NAME="00537" HREF="msg00537.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Brian Green <a href="mailto:brian#psychochild,org">brian#psychochild,org</a>, Mon 24 Apr 2000, 01:20 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00526" HREF="msg00526.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#skotos,net">ChristopherA#skotos,net</a>, Sat 22 Apr 2000, 19:39 GMT
<UL>
<LI><strong><A NAME="00530" HREF="msg00530.html">RE: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Sun 23 Apr 2000, 21:46 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00529" HREF="msg00529.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</a>, Sat 22 Apr 2000, 19:40 GMT
</LI>
<LI><strong><A NAME="00540" HREF="msg00540.html">Re: [MUD-Dev] Simpson's "In-Game Economics of UO"</A></strong>, 
Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Mon 24 Apr 2000, 01:20 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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