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Old 06-01-2005, 03:43 PM   #80
Valg
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Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 643
Valg will become famous soon enough
Apparently, you seem to be repeatedly misunderstanding me, so I'll explain again:

New player: Enters with nothing.
Free MUD established player: Has edge in practice, skills, equipment, know-how.
Pay-for-perks MUD established player: Has edge in practice, skills, equipment, know-how, and previously invested money.

The pay-for-perks scheme means the new player has to invest an amount of money (equal to that spent by the average established player) to reduce the gap to the same magnitude encountered in a free game.

This remains true even if your MUD has an implicit rate of dollars-to-time conversion, as you claim IRE does. Example, using arbitrary numbers:

Starting conditions:
1) Average player on Free MUD: 100 hours of experience.
2) Average player on Pay-for-Perks MUD: 100 hours of experience, plus $50 invested.

The new player, in order to be "even" on the Pay-For-Perks MUD cannot do so by only spending 100 hours of play. They either have to spend some combination of:

1) 100 hours and $50, or
2) (100 + X) hours, where X is the amount of hours needed to accumulate perks equivalent to what $50 gets you.

You repeatedly point out that the new player can accelerate their development by spending money, but repeatedly ignore that everyone else has access to that same acceleration (and has had that access for longer), which only means that new players are starting behind faster-moving established players.

No matter how you frame it, a game where (experience + money) determines rate of progress is inherently more difficult on newbies.
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