Thread: Economic Woes
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Old 06-07-2005, 02:11 AM   #10
Javen
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Join Date: Nov 2004
Name: Tyler
Location: Oregon
Home MUD: http://www.wakemud.com
Posts: 13
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The major problem I have seen with many mud's is inflation, find a way to keep prices in a general flux, would be a good start to creating a successful economy.

and mainly the reason for inflation is the simple fact that in a mud there is an indefinite amount of income that can be generated, as in the mobs that drop the coins will always reload, the shopkeeper will keep buying that toothpick until you stop selling it to him. This of course allows players to amass a large amount of income that in most cases isnt reasonable.


here are some ideas:
give shops accounts, where as the amount of gold they create by selling items directly relates to how much they buy items for, and how many they buy.  
get rid of all bank accounts, provide instead guild deposit vaults, which could be player monitered.
only let mobs produce insignificant amounts of gold, instead focus on item rarity relating to item cost., meaning make sure your wooden club cant be sold for 100 gold coins, while your silver dagger you just quested for the last two hours only be sold for 100 silver.
a large crafting web, meaning not any one single craft will be able to produce anything useful, force players to buy/sell/trade for items they need to create the useful things, which they can to shops.
patrol mobs that fine players for misduct, they dont pay the fine within x amount of time a punishment is issued, and have this only applicable to players with a decent amount of experiance, to prevent newbies from being discouraged.
allow plots of land to be bought and sold, in theory you could buy a peice of ragged land, continue to put money into its restoration, then sell it for a profit.
and last but not least.. eliminate any and all potential bugs your system may have that allows players to "cheat"

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