One of the recurring challenges in the MUD is the issue of limited items. Over time, these items often become a source of frustration, not only for current players competing for them, but also for future players who may feel locked out of content due to scarcity. I’d like to suggest a system that both alleviates this issue and adds new depth to gameplay.
Core IdeaIntroduce a Craftsmith NPC (perhaps located in Mithrilhalls) who offers an exceptional service called item branding. When a character chooses to brand an item, the following occurs:
- The branded item gains a new flag that permanently ties it to that character.
- Once branded, the item can no longer be used, worn, or wielded by anyone else.
- From the MUD’s perspective, the original item is returned to the global pool at the time of branding, ensuring availability for other players.
- The branding process effectively creates a personal, character-bound version of the item.
- This system solves the scarcity issue by recycling items back into circulation while still rewarding players who have put in the effort to acquire them.
Example of item before and after branding- (Humming) a large earthen fist
- (Humming) a large earthen fist of Puckwick
Cost and BalanceTo ensure balance and preserve the sense of achievement, the branding service should come at a significant cost. For example:
- Base cost: At least 10,000 gold. From my personal experience, it takes a while to gather that amount
- Scaling cost: Each time a player brands another item, the price increases by 10%. This makes the decision meaningful and prevents players from branding every item too easily.
Benefits- Encourages long-term engagement: Players will be motivated to continue playing to afford branding costs.
- Retains value of effort: Players know that their hard-earned items won’t be permanently lost due to inactivity in-game.
- Supports fairness: By returning the item to the pool, other players still have a chance to obtain the original version.
- Creates progression: Players must decide which items are most important to them, adding strategy and commitment.
Downsides- If you die, branded items can be looted by others, but no shopkeeper can buy them due to their value.
- You can blackmail a fallen character in order to give them an item back.
In summary, the branding system could resolve long-standing frustrations around limited items, while also deepening the game’s economy, progression, and sense of player investment.