[MUD-Dev] D&D vs. MMORPG "complexity"

Zach Collins {Siege} zcollins at seidata.com
Thu May 15 05:31:14 CEST 2003


On Mon, 12 May 2003, Dave Rickey wrote:
> From: "Jeff Cole" <jeff.cole at mindspring.com>

>> "'Necessary' goods" is ill-chosen and overly broad.  What I am
>> trying to say, is increase the bases of economic interaction such
>> that crafters are complementing rather than competing with loot.
>> By doing so, a design almost has to offer greater possibilities
>> for player-to-player interaction, economic and otherwise, as well
>> as more effective managment of world resources.  But, it will
>> require a fundamental change in the approach to the economic
>> game-space.

> Such as what?  For example, right now in Camelot, player-crafted
> dominates for those pieces that *can* be crafted, but that's only
> 8 out of 14 slots, the other 6 slots must be filled with
> dropped/quested pieces (and the 8 crafted pieces spell-crafted to
> match up with them).  Isn't this "complementary"?

I would say no, unless player-crafting can alter or enhance dropped
and quested items.  What you have seems to be two different markets
for wearable items; regardless of whether the items affect each
other, the systems do not interact.

--
Zach Collins (Siege)

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