[MUD-Dev] banning the sale of items

Paul Schwanz - Enterprise Services Paul.Schwanz at east.sun.com
Mon Apr 17 20:11:01 CEST 2000


>
>Phinehas wrote:
>> IMHO, many are frustrated by their lack of expendable time and the
>> resulting shame in a time-intesive level-quest style of game...perhaps to
>the
>> point of feeling barred from participating in the game.
>
>Quite so. The societies and communities of many online games are so powerful
>and rewarding that they easily justify all Time put into them. I just wish
>my days were 10 times longer so that I could participate in them all.
>
>> Instead of
>> concentrating on taking from them their only method for reaching a
>semblance of
>> equality with other characters, why not give them more time?
>
>To equalise time among players we let them 'level' skills while not online.
>It removes the macroers need to be online 24/7 and stops the casual gamer
>getting too depressed about the powergamers.
>
>~Tess

This is exactly the type of approach that I think makes the most sense. 
I've speculated that such an approach will automatically lessen the
drive to compete by buying items that will allow your character some
chance at equality and the feeling of being a peer in the community.  I
know that it is difficult to compare, but do you think that your approach
to the time problem has removed or lessened the issue that EQ is
addressing through this ban?

--Phinehas

------------------------------------------------------------
		"All things are permissable,
			but not all things are expedient."
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