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  <item>
   <title>Dragon Age / BioWare</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37259#p37259</link>

   <description>[quote=[url=/index.php?a=topic&amp;t=2238&amp;p=37257#p37257]KaVir[/url]]However the real advantage of microtransactions is that they allow you to lure people in with the promise of a &quot;free game&quot;, and once they're hooked they're far more likely to pay.  Ask those same people to pay up front and you'd find far fewer of them would give the game a chance.[/quote]
The real advantage of microtransactions is nothing to do with luring in players and all about allowing players to spend up to the amount they ch</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37259#p37259</guid>

   <pubDate>Sat, 7 Nov 2009 10:00:53 PST</pubDate>
   <category>General Chatter</category>
   <author>nobody@example.com (Orrin)</author>
  </item>
<item>
   <title>A third party intermediary between client and server?</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2235&amp;p=37258#p37258</link>

   <description>I toyed with a proxy server once, but for a different purpose.  In that case, the intent was to drop users into a chat room on the proxy server, while the game server was rebooting or otherwise unavailable for a brief window.  Basically, I wanted to keep users online and doing something while waiting.</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2235&amp;p=37258#p37258</guid>

   <pubDate>Sat, 7 Nov 2009 08:50:57 PST</pubDate>
   <category>Coding and Design</category>
   <author>nobody@example.com (Erok)</author>
  </item>
<item>
   <title>Dragon Age / BioWare</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37257#p37257</link>

   <description>[quote=[url=/index.php?a=topic&amp;t=2238&amp;p=37255#p37255]quixadhal[/url]]The problem is that microtransactions bring real-world prosperity into the in-game pecking order.[/quote]
The usual counter-argument from the pay-for-perks crowd is that microtransactions allow those who have more money than time to compete with those who have more time than money.  Of course that argument falls apart when you factor in people who have both time [i]and[/i] money (and also reminds me of Travian again, where you</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37257#p37257</guid>

   <pubDate>Sat, 7 Nov 2009 08:46:50 PST</pubDate>
   <category>General Chatter</category>
   <author>nobody@example.com (KaVir)</author>
  </item>
<item>
   <title>Dragon Age / BioWare</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37256#p37256</link>

   <description>[quote=[url=/index.php?a=topic&amp;t=2238&amp;p=37255#p37255]quixadhal[/url]]Enter microtransactions.  Now, the rich people in real life will always win in the game world too. [/quote]

By &quot;rich&quot; people, do you mean the ones who can afford to slap down those $1 bills?   Possibly several of them a week?  
Or the mega-rich like me, who carry around big bills like $10 ones.  ;-)

</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37256#p37256</guid>

   <pubDate>Sat, 7 Nov 2009 08:06:20 PST</pubDate>
   <category>General Chatter</category>
   <author>nobody@example.com (Tyche)</author>
  </item>
<item>
   <title>Dragon Age / BioWare</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37255#p37255</link>

   <description>The problem is that microtransactions bring real-world prosperity into the in-game pecking order.

With a typical subscription (or free) game, your performance in the game world depends on your ability to play the game.  Anyone can put in the time to learn it inside and out.  Anyone can master the twitch-reflex UI.  The only real-world influence is your network connection, and quite often buying a faster connection doesn't mean you'll have a faster point-to-point link to the game servers anywa</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37255#p37255</guid>

   <pubDate>Sat, 7 Nov 2009 07:28:14 PST</pubDate>
   <category>General Chatter</category>
   <author>nobody@example.com (quixadhal)</author>
  </item>
<item>
   <title>Permadeath design issues</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37254#p37254</link>

   <description>Just throwing this idea out there.  As a permadeath compromise, what if players who die have to be brought back through the actions of other players?

The difficulty involved could vary depending on how harsh of a system you want.  Maybe it requires a rare item so only a certain percentage of those who die can come back.  Maybe players have to collectively sacrifice enough xp to reach the level of the dead character to bring them back.  This would make it easier for newbies, but harder as the </description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37254#p37254</guid>

   <pubDate>Sat, 7 Nov 2009 01:57:45 PST</pubDate>
   <category>Coding and Design</category>
   <author>nobody@example.com (Impacatus)</author>
  </item>
<item>
   <title>A third party intermediary between client and server?</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2235&amp;p=37253#p37253</link>

   <description>When I brought up the agriculture thing, I was just musing that there may be some ideas out there that have potential that will never be explored because of short-term practical reasons.  I wasn't [i]neccessarily[/i] saying that mine was one of them, the situation just made me think of it.

That said, the following is for informational purposes:

First, let me clarify:  when I said &quot;looking back&quot;, I meant &quot;considering from the perspective of the people who lived a long time ago&quot;.  I can see </description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2235&amp;p=37253#p37253</guid>

   <pubDate>Sat, 7 Nov 2009 01:24:33 PST</pubDate>
   <category>Coding and Design</category>
   <author>nobody@example.com (Impacatus)</author>
  </item>
<item>
   <title>Permadeath design issues</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37252#p37252</link>

   <description>tangent/

[quote=[url=/index.php?a=topic&amp;t=2236&amp;p=37209#p37209]Scandum[/url]](re: more exp for hours)That's a pretty cool idea, and solves the problem of people sticking with one or two areas for leveling. With a speed that slow (12 days to get to 300%) you'd need a stable mud though.[/quote]

Yeah, mine usually only goes down if we're putting in new areas or code, although occasionally someone finds a glitch for me to fix heh. But I do really dig that approach. 'off the beaten path' gets pe</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37252#p37252</guid>

   <pubDate>Sat, 7 Nov 2009 00:37:26 PST</pubDate>
   <category>Coding and Design</category>
   <author>nobody@example.com (Skol)</author>
  </item>
<item>
   <title>Permadeath design issues</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37251#p37251</link>

   <description>I had pondered whether or not you were taking the 'miccy' out of me, being humorous or actually serious. I went with the latter, even though I had initially intended to make that post with that line I first posted. But when you've had all of 2 hours sleep in the last four days, you tend to refrain from such posts.  :lol:</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2236&amp;p=37251#p37251</guid>

   <pubDate>Fri, 6 Nov 2009 22:34:32 PST</pubDate>
   <category>Coding and Design</category>
   <author>nobody@example.com (Dean)</author>
  </item>
<item>
   <title>Dragon Age / BioWare</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37250#p37250</link>

   <description>Personally, I did not get the impression DA would have multiplayer because the promo 'From the developers of Baldur's Gate'. In the 40+ hours I've invested into it so far, I'm quite happy to say that I've enjoyed the single player experience and that there is no multiplayer to speak of. Sure, as the game progresses and certain bosses smack you silly, it'd be handy to have your party members being controlled by other players but oh well, that's what the custom tactics are for (once you master the</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=2238&amp;p=37250#p37250</guid>

   <pubDate>Fri, 6 Nov 2009 22:25:17 PST</pubDate>
   <category>General Chatter</category>
   <author>nobody@example.com (Dean)</author>
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