[MUD-Dev] business models

Jason Salem res06fsh at gte.net
Fri May 25 18:15:22 CEST 2001


Marc Bowden wrote:

>> Also of minor note is that the houses/homes (the private room
>> listed in the benefits list) aren't/can't be used for storage like
>> a locker. They don't supercede the "stuff stuffing" role of the
>> lockers/vaults.

> Across the long term, no. Across the short term, it does allow them
> to amass a "horde" for a brief period of time - we usually see this
> when people are on "milk runs" and want to sell the loot as a block
> towards the end (money has weight, bank has a per-transaction
> fee). We let it go unless they start using public rooms for it
> because they're not really getting away with anything, once the time
> they spend doing it is factored in, so it's an acceptable trade-off.

For Dragonrealms (and I assume Gemstone) this trick doesn't
necessarily work, unless a character (even a mule) is left sitting in
the room.  There's a "janitor" effect that garbage-collects items on
the floor in unoccupied rooms.  Most people in DR just camp a room, or
have bundles/packs that they can move with them, drop in the new area,
and engage another critter.  When the "hunt" is over, they waddle to
town.  I've always wanted to see this aspect of the game accurately
represented in a graphical mud <G>.

-j-

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