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Topic: Mudflation


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In the News (Wed 15 Feb 12)

  
  Tobold's MMORPG Blog: Mudflation in WoW
Mudflation is an inevitable process in which the value of your equipment gets worse relatively to what the others are wearing if you don't play for a while.
Mudflation is often aided and abetted by developers adding new content.
Mudflation might not be dead, but there are ways to control it.
tobolds.blogspot.com /2006/05/mudflation-in-wow.html   (903 words)

  
 Interests   (Site not responding. Last check: 2007-10-08)
The amount of time it takes the average person to reach the maximum level should be relative to the game's target audience, combined with the difficulty level that the developers believe is right for their audience and that is best for retention, assuming retention is a key component of the business plan.
This causes a variety of problems, including the fact that what might have once been a compelling reward for a player may cease to be months later, because higher level rewards have trickled down, become more common, making the initial reward inferior to other rewards that are as easy or easier to obtain.
One approach to all of this is to recognize that MUDflation is inescapable, although it should be slowed as much as possible, and then to plan accordingly.
www.bradmcquaid.com /MUDFlation.htm   (1392 words)

  
 Mudflation as antibody of a "stain development" | The Cesspit.
The mudflation is a positive "antibody" developed directly by the game itself to survive.
The first is that the mudflation is a direct, positive consequence to fight back a process that was started "outside".
The mudflation is a desperate attempt to counterattack this unexcused expansion process.
www.cesspit.net /drupal/node/555   (1375 words)

  
 Mudflation as a mind-set | The Cesspit.
We used think about the mudflation when it comes to the content, itemization and economic systems but we forget that the mudflation goes beyond these boundaries.
As I wrote in the other articles, the mudflation is a style of development that affects the whole game-world at its roots.
The mudflation is a way to CHOKE the potential and freeze the game in a recursive status where brand new excuses (like the rise of the level cap, or "better" versions of items) are produced to justify the new "fix" of content.
www.cesspit.net /drupal/node/964   (1472 words)

  
 Equipment, Items and Loot [Updated: 1/30/06]   (Site not responding. Last check: 2007-10-08)
Additionally, earlier in the game, before MUDflation has done a lot of damage, you can really frustrate players because no matter what, because of error, underestimation of players abilities, or whatever, there will be those who legitimately earn an item higher level than they can use.
In the old days, MUD administrators would do their best to slow MUDflation for as long as they could, but then when a certain amount of content was being ignored and high level items where readily available and players were just min/maxing to the end game, they'd eventually do a player wipe.
MUDflation is slowed as much as possible and then expansions are put out, increasing level limits and offering new even more powerful items.
www.vanbard.com /forums/mmorpg-gaming-article.php?article=30   (9459 words)

  
 Would you buy WoW items/gold with real money? - Page 6 - Graffë Forums
It accelerates mudflation and interferes with the play experience of those who want to play the game as intended instead buying their way through.
Mudflation is only an issue in games where there's a significant time investment to progress through levels of the game.
Mudflation is bad if it allows players to skip significant time investments.
www.graffe.com /forums/showthread.php?t=30878&page=6   (2162 words)

  
 [Aradune Mithara] microeconomics 101 - MMOG Welten Forum
This creates MUDflation, where the older the server gets, the more items exist, and even if they were once very rare, the eventually become much more common.
Additionally, earlier in the game, before MUDflation has done a lot of damage, you can really frustrate platers because no matter what, because of error, underestimation of players abilities, or whatever, there will be those who legitimately earn an item higher level than they can use.
In the old days, MUD admiinstrators would do their best to slow MUDflation for as long as they could, but then when a certain amount of content was being ignored and high level items where readily available and players were just min/maxing to the end game, they'd eventually do a player wipe.
forum.onlinewelten.com /showthread.php?t=58430   (2002 words)

  
 Mobhunter: Comment on The Meaningless Words of Everquest   (Site not responding. Last check: 2007-10-08)
I do echo the comment on mudflation not necessarily being a derogatory term - I always refer to looking forward to mudflation as I like the fact it lets my guild go back to content that is old for some, and for us to do it with less players or in less time.
I think "mudflation" is less about "twinking" or any normative judgment, as it a fairly precise description for doing any encounter with equipment/skills/levels that weren't available when the encounter was originally tuned/designed.
Mudflation implies that there is too much inflation in a multi user dungeon because the economy is imbalanced.
mikeshea.net /mt/mikepost.cgi?entry_id=1342   (9147 words)

  
 AllaKhazam's Magical Realm - Your Everquest Community
I agree some of the new items suffer from mudflation but mudflation has been going on in EQ since Velious.
The high end raiders could have complained then and said it was not the direction to go with the game but they were not going to kill the golden goose, they liked their new toys.
Now mudflation has trickled down and you no longer have to be a raider to get an overly good item.
everquest.allakhazam.com /db/item.html?item=21771&mid=106027510041129   (121 words)

  
 Tobold's MMORPG Blog: Azeroth Economics
A bit more confusing is the term "mudflation", which dates back to the text-based multi-user dungeons of the early days of the internet.
In proper economics terms the EQ mudflation is thus a "deflation".
The soulbound items from World of Warcraft are a good solution to mudflation, which future games should consider to balance their economies.
tobolds.blogspot.com /2005/01/azeroth-economics.html   (1202 words)

  
 The Game Maker and the Giant - Interealms - The Shaman's Crucible   (Site not responding. Last check: 2007-10-08)
To protect his game, every time Mudflation showed up and started causing trouble, he whacked the imp good with the nerf stick and sent him howling off into the streets.
When the giant came to see what had happened to the game, he was so mad that he kicked the game maker out of the business and broke his nerf stick.
The moral of the story is this: you can whack mudflation with a nerf stick all you want, but in the end all you get is broken stick and an angry giant.
forums.interealms.com /shaman/showthread.php?t=5302   (712 words)

  
 Vanguard: New Gamespot Article - Page 3 - Graffë Forums
One aspect of making obtaining multiple sets of usable and valuable gear for your level range key to the game as opposed to only one is that in a sense we are encouraging 'hoarding' of gear a bit more than perhaps in previous MMOGs.
So the encouragment of holding onto multiple sets of gear keeps people from selling/trading gear until they have the multiple sets they need to be successful in different situations and areas, as well as better prepared for that post-wipe CR.
So while we have mechanics in the game to encourage hoarding, sacrificing of items, trading in items for better ones as parts of quests, the fact is that, especially as the server ages, items will still trickle down as more are still entering the world than leaving it.
www.graffe.com /forums/showthread.php?p=865236&postcount=45   (4250 words)

  
 [No title]
My own personal opinion way back last year was that mudflation would come to WoW in the form of new equipment being released marginalizing the existing stuff people could get or already had.
In any case, the result is the beginnings of mudflation.
As the value of quest rewards reduce, and the ability to efficiently grind XP on one's third and more characters, people will probably start playing the game the same way they did, or their forebears did, in EQ.
www.darniaq.com /phpNews/news.php?action=fullnews&id=28   (777 words)

  
 Vanguard: New Gamespot Article - Page 3 - Graffë Forums
It also seems like this would buffer mudflation a tad, at least until the server is generally maxed out.
That said, before someone assumes we are against player driven economies and the trading/buying/selling of items, that is certainly not the case.
MUDflation can be slowed, but the player economy will arise anyway.
www.graffe.com /forums/showthread.php?p=865236&postcount=45   (4250 words)

  
 HippoPotenuse
Attempts to stem MUDflation generally manifest in the form of moneysinks.
They stall MUDflation at the expense of making the game more challenging at its initial state -- precisely where MUDflation is rarely a problem.
They must be balanced under the assumption that players will spend only as much time harvesting content as necessary to advance their character.
hippopotenuse.blogspot.com   (5060 words)

  
 The Mothership » Oh Yay, Another Expansion
One is that new levels greatly exacerbate mudflation.
It didn’t work out that way; eventually with time and mudflation, many people got their epics, but there was much time wasted and conflict generated along the way.
However now that there is an absolutely huge gap in power between the raiding and the non-raiding populations, I imagine they’ll be much less common this time around, and only available to those high-end raiders.
www.planetcrushers.com /heide/archives/2004/05/14/oh-yay-another-expansion   (816 words)

  
 VN Boards - Mudflation and the effect of SL and Home dungeon.....
VN Boards - Mudflation and the effect of SL and Home dungeon.....
Topic: Mudflation and the effect of SL and Home dungeon.....
With the influx of new players and returnees, I think the end game is less of an issue, the early and middle game is were Funcom's money potential is to be found.
vnboards.ign.com /ao_general_discussion/b5216/73145279/p1   (1915 words)

  
 Haves, Have-nots, and whiney bitches. - The Steel Warrior   (Site not responding. Last check: 2007-10-08)
Mudflation has spoiled these types of players by making available to them the uber zones of expansions past.
You 9-11k unbuffed raiders really cant need them for much beyond nostalgia any more, but for a casual player they are areas which would be fun to explore.
And as someone said, with LDON (and mudflation) they are hardly even needed for progression any more.
www.thesteelwarrior.net /forum/showthread.php?t=8164   (3766 words)

  
 Mischiefblog » Blog Archive » My keys to an enjoyable MMO   (Site not responding. Last check: 2007-10-08)
Mudflated games finish to become just patchworks of more or less successful development.
Commercial expansions and mudflation, instead, posit that rather than designing a smooth character power curve with a definite ceiling, the game should cause a jump in a graph of character power between those who purchased the expansion and those who didn’t.
The older areas need not be considered “junk” if the new areas are designed with care and consideration of what they do to the overall game.
www.mischiefbox.com /blog?p=157   (2350 words)

  
 Terra Nova: Day Trader Analyzes MMORPG Economies
Mudflation is a design decision by the developers, not a unstoppable accident.
Mudflation is a funny thing, a combination of 1) increases the thing people use as currency and 2) increases in the stock of durable goods.
The enormous difference in "power" between new characters (or new players, when items are powerful and players can transfer items between their characters) and old characters is really at the heart of this problem.
terranova.blogs.com /terra_nova/2004/12/day_trader_anal.html   (8182 words)

  
 Vanguard OGaming - Items and the Player Driven Economy   (Site not responding. Last check: 2007-10-08)
This, in turn, leads to inevitable MUDflation: an item that is rare because there are only 5 in the world on day 1 will be less rare 20 days later because there are then, for the sake of example, 100.
If, assuming the demand stays the same and the supply is going up, prices for that item will go down (assuming, again, that the total amount of money in the world is relatively the same -- this stuff gets complicated).
Dupe bugs and the like can hasten MUDflation, bringing the game to that ludicrous point all the more quickly.
vanguard.ogaming.com /data/415~ItemsEconomy.php?action=results&...   (1435 words)

  
 Gearing up for the next raid target .... - The Veterans Lounge (Non-Newbie Discussion) - EverQuest Live Official Forums   (Site not responding. Last check: 2007-10-08)
I always thought of "mudflation" as an unfortunate but unavoidable side-effect of new content, rather than a deliberate design decision.
At most, I thought the tradeable gear was intended to provide veteran players with a shortcut for their twinks, so they didn't have to go back through all the same old content the've done five times.
I know it's too late to completely undo the mudflation approach that's been used to date, but I would love to see the Dev team start incorporating the approach I'm suggesting as we go forward.
eqforums.station.sony.com /eq/board/message?board.id=Veterans&message.id=146357&view=by_date_ascending&page=2   (2385 words)

  
 [H]ard|Forum - WHO LOVES WOW!
Mudflation is what is causing melee to vastly over take casters in the DPS department.
Mudflation is the trickle down of the top gear to the masses.
It is a deterent to mudflation, as well as a reinforcer for good play.
www.hardforum.com /showthread.php?p=1027913219   (2818 words)

  
 Warriors Arena
The solution will be to move items around, making sure the encounter and difficulty reaching the encounter is more in line with the quality/power of the item(s) obtained.
The solution will NOT be a retroactive upgrade of existing items due to our desire to avoid MUDflation whenever possible.
I hope it doesn't mean they'll move the "no drop" items from Veeshan's Peak to Sebilis and vice versa.
www.angelfire.com /nt/eqwarriors/main.html   (428 words)

  
 RPG Expert - EverQuest - Creating a Successful MMORPG   (Site not responding. Last check: 2007-10-08)
A game with a variety of mob models will be more successful than one where you kill the same rats from level one to the endgame.
Mudflation, simply put, is the issue that players' power grows, and mobs from prior expansions do not.
Mudflation, and the trivialization of content from past expansions can only hurt the game.
www.rpgexpert.com /1811.html   (2059 words)

  
 LoralCiriclight.com: Mobhunter: The Meaningless Words of Everquest
Mudflation: This ancient term gets used any time someone sees the game progress and doesn't like it.
Mudflation means little but has a built-in wrapper of negativity that lets us label progression like a package of spoiled meat.
Few describe exactly what they mean when they use the term and fewer can describe how to fix it.
loralciriclight.com /001194.html   (773 words)

  
 City of Heroes and Lineage II have gone gold - Movie Discussion Forum & Message Board
The current mudflation system and economy are a complete joke.
Further to that the armor upgrade value to actual financial gain from casual levelling is sad.
Mudflation refers to MUD (the genre) and flation to inflation.
www.cinemablend.com /forum/showthread.php?s=&threadid=9676   (1546 words)

  
 Lack of excitment - The Steel Warrior
You'll either do adventures or hope for mudflation to get yourself better gear and more content.
you could have quested for stuff for the twinks but a few hundred pp and well most of the quested stuff becomes junk due to mudflation.
I still believe the point rewards are too little and don't scale correctly with the item costs.
www.thesteelwarrior.net /forum/showthread.php?t=7784   (2353 words)

  
 Zombie Pirate Ninja Monkey : MUDflation is fun
OK, imaginary world economics are not going to be popular stuff, so I'll keep it short.
To counter the second point, while getting rid of MUDflation may well be rather easy, doing so without creating deflation through liquidity issues would be a lot harder.
Players may grumble about rising prices, but if that can be solved by a couple of hours at the mission terminal then they will care an awful lot less than if liquidity is the problem.
endie.net /cs/blogs/endie/archive/2005/09/19/53.aspx   (312 words)

  
 VE3D Boards - SOE Merges 36 EverQuest Servers
The game was 5 years old, the mechanics of it were pretty much fucked after about 2 or 3 years of mudflation.
It's an easy way out of actually solving a fundamental problem in the first place, and unless it's possible to explain it properly within the context of the game itself, I think the idea sucks dick personally.
It also creates other problems within the game itself, such as increasing mudflation because suddenly it's possible for essentially an infinite number of Swords of Ass Kicking to enter the gameworld, instead of that entry rate being able to be controlled by a designer and therefore limiting supply.
ve3dboards.ign.com /Message.aspx?topic=19005207&brd=10511&...+allowed.   (2149 words)

  
 DGN: Mudflation as antibody of a "stain development "
mudflation is a direct, positive consequence to fight back a process
The mudflation is a desperate attempt to counterattack
they are kept alive thanks to the mudflation.
mud.5341.com /msg/9080.html   (1106 words)

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