<pulling an old scroll or two...>
Re: economies: Zachary Booth Simpson's
"The In-game Economics of Ultima Online" is a very succinct summation.
Also, it's worthwhile, *always* worthwhile, to browse S.John Ross'
Blue Room@WhiZard: Yup, and an elegant sidestepping of the whole "determine gold separately" thing.
@wyldhunt1: When even the Big Boys with a staff of dozens have to continuously tweak their economies, there is no shame, and a great deal of reward <puns always intended> in staying on top of your game. :-)
@SKIPPNUTTZ: Although that seems to be a quick and effective control from the administration standpoint, I have personal conceptual issues with the whole "kill things, get rewarded with gold" deal. I also have issues with the "violence is the fastest, bestest way to advance your character" deal (which this approach promotes (IMO)).
These are my own personal issues and I don't mean to start a BBQ, but only to point out that the approaches WhiZard, wyldhunt1 & I mentioned would be suitable for other xp/loot systems. I.e. it seems more flexible, to me.
<...from the shelf>
Modifié par Rolo Kipp, 02 décembre 2011 - 04:40 .