HE mage approaches the mid-game

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #16
    Originally posted by ewert
    Yep, in that case it was before the current form of development, apparently at least on github status and oook the first nosell seems to have been mine
    I begged Sidwell to put a no_selling option into 3.1.0 but he adamantly refused. I guess he relented for 3.2.0.

    When I first proposed no selling on r.g.r.a., I mostly got responses ranging from "you're a bit mad" to "you're frigging insane", with a few agnostics who said they were willing to give it a chance. Most people who tried it were converted, but a non-negligible proportion never liked it. Some people like haggling. I was and remain baffled.

    Did you come up with the idea independently? If not, your change presumably traces back to me. Even the multiplier of x3 used in 3.2.0 is the specific multiplier I used and proposed.

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    • Estie
      Veteran
      • Apr 2008
      • 2347

      #17
      While I mostly play no-selling these days, I prefer the automated selling of ToME4. No town visits needed, but you get some value from things like wrong spell books.

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      • ewert
        Knight
        • Jul 2009
        • 702

        #18
        Originally posted by PowerDiver
        I begged Sidwell to put a no_selling option into 3.1.0 but he adamantly refused. I guess he relented for 3.2.0.

        When I first proposed no selling on r.g.r.a., I mostly got responses ranging from "you're a bit mad" to "you're frigging insane", with a few agnostics who said they were willing to give it a chance. Most people who tried it were converted, but a non-negligible proportion never liked it. Some people like haggling. I was and remain baffled.

        Did you come up with the idea independently? If not, your change presumably traces back to me. Even the multiplier of x3 used in 3.2.0 is the specific multiplier I used and proposed.
        Yea, going back to selling just isn't appealing at all ...

        There was a lot of things flying around at the time when I was tweaking stuff for my own version, but I was more into having a bigger home (which now can be done with just a quick file edit, phew), and the no_sell was a quick side hack sort of. I tweaked the formula myself though, not from any previous ones, as I have a bit of OCD about optimizing/tweaking so it is something I find fun... I remember the first version made town mobs a gold mine, haha, had to fix that.

        I did go a bit further initially though, because I also made it no restocking as well. Only after finding that a bit too rough did I just make the home huge 254 slots and no_selling.

        I think around the same time I went through the whole item allocation file to retweak the numbers, and that was grabbed into the main branch eventually. Also did a LoS trap searching / no trap detects, which is also core vanilla now (not my implementation of it though, pretty sure). It is nice to see stuff change.

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        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #19
          Originally posted by ewert
          Also did a LoS trap searching / no trap detects, which is also core vanilla now (not my implementation of it though, pretty sure). It is nice to see stuff change.
          The changes to trap detection are a real improvement, maybe the change I like best about my recent games. Kudos for your role in that.

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