I heard that. The number of turns is a big bragging factor in a win, and many take well-deserved pride in whipping Morgie in ridiculously few. If you town-scum, your turns-in-game will SUCK. Some folks don't care, and that's fine.
If you don't like t-scumming, don't do it.
True confessions of a real-life townscummer
Collapse
X
-
I townscum. Mostly for the black market, and I'm proud. I also don't powerdive. My games take an excessively large number of turns. But I've beaten [V] and a half dozen or more variants and it's all good and fun!Leave a comment:
-
Oh, partly I mitigate my own townscumming by pulling stuff I know I'll need and stashing it in the home (WoR, restore stats, various potions, etc) however, inevitably the huge tide of artifacts eats up the home space, and since I haven't memorized the set of artifacts, juggling them is quite difficult for me.
I typically ending up maxing out my entire home with artifacts, which forces me to resume scumming for basic items.
Periodically I consider hacking more slots into angband, but it always looks like more work than I want to take on for the payoff.
(On a related note.. why does the log history have to fit into 32k? Can we grow this now?)
________
buy air one vaporizerLast edited by jrodman; January 22, 2011, 17:01.Leave a comment:
-
In 3.1.0 I'm trying to play a ranger seriously for the first time.
I died a bunch in the early dungeon learning to play the game again and learning to play the class, but now i'm at depth 50 or so.
I buy 99 arrows on every trip to town, and sometimes it isn't enough. I regularly downscum to buy another 99 arrows.
In every version of angband at all times, I townscum to fix lowered stats whenever they are down. I would do the same for significantly drained exp (when it gets close to a full level).
________
medical marijuana patientLast edited by jrodman; January 22, 2011, 17:01.Leave a comment:
-
Here's some interesting ideas that could prevent townscumming:
How about the store never runs out of stock on available items.
So if they are selling, say, cure serious wound potions,
you can buy as many as you want, and they don't run out.
You can still rotate items - so different things are available at
different times.
And how about a 'force stock' option when you buy, which
forces that item to be forever in stock until you 'force unstock'.
That way, I can say, insure identify scrolls stay in stock until
I get the identify spell, after which I don't need it anymore.
( None of this applies to the black market )
- FrankLeave a comment:
-
Late addition, but I just thought of this ...
New store option:
"Pre-order - Bargain for item not currently in stock"
Player input
"I'd really like a ____"
(Initial selection by display character. Final selection by selection from list. No artifacts. Must be an object the store deals in. Weapons/armour start without bonuses. Optionally must be a 'known' item.)
Store owner response (charisma bonus used if applicable)
(unfavourable) "Yeah? Sucks to be you then."
(favourable) "Sure, I can get that in tomorrow."
(favourable - but no spare inventory slot) "Sorry, I don't have the space to stock that. Tell you what, take [random inventory slot] off my hands and I'll think about it.")
(very favourable) "Actually I think I have (one/some) in stock. I was keeping them back for someone, but he needn't know."
Only allow one 'pre-order' per shop per day.Leave a comment:
-
I'm reacting based on my general feeling that the forum discussion globally has been overran by the anti-townscumming crowd. Not to this particular thread, what might have been inappropriate from me.Leave a comment:
-
I find the game challenging enough... I don't think having to go without direly needed items adds any fun to Banding whatsoever...
I unfortunately townscum all the time. I feel that the nessacary items should at least be in stock at all times.
But that's just me. =]Leave a comment:
-
-
I don't think the debate is so much whether storescumming is good or bad - folks like me see it as a necessary evil (if that). The debate is more over what the philosophy of store stocking should be: to provide all necessities all the time and thus obviate the need for any storescumming whatsoever, or to provide a mix of ample necessities and flavorful extras to allow for some interesting purchasing decisions... if you find such things interesting. We're tending towards the latter, which is as it's traditionally been.
This is all a roundabout way of saying that I think you misunderstand what's being discussed: its a reexamination of the role of stores, not a complaint over the inconvenience of resting in the dungeon waiting for the stores to restock.Leave a comment:
-
What the hell is this constant complaining about so called townscumming? Surely if you don't like it, don't do it, who's forcing you?Leave a comment:
-
I agree with the last part completely (and I would heartly support a move towards O combat), but the analysis of damage per unit weight is misleading while the current blow mechanic exists. The weapon's actual weight is irrelevant after the very early game, it's #blows which is all-important.
The big problem is that #blows is an integer, making certain breakpoints much more favourable than others. Personally I hardly ever use daggers, because I roll my characters to get max blows with a main gauche, rapier or (pre-3.1) sabre.
If you want to smooth out the relative attractiveness of weapon weights, discard the blows table and implement fractional blows, keeping track of stored unused energy until an extra blow can be awarded on the Nth round. I appreciate that this is not a minor change.Leave a comment:
-
I did an analysis of weapon vs. damage here that is worth reading. I've only provided the 'after adjustment' figures, but it's interesting to see how much worse higher damage weapons are in their damage to weight ratio - usually the before figure was twice as heavy (e.g. half as much damage to weight). This is exaggerated by the damage bonus being applied per blow - which I compensated for in Unangband by preventing weapons being easily enchanted beyond +(x*y) for a xdy weapon.
I'm not suggesting a move to O style combat. But making heavier weapons a more viable starting choice would at least encourage some variety in initial play.
The big problem is that #blows is an integer, making certain breakpoints much more favourable than others. Personally I hardly ever use daggers, because I roll my characters to get max blows with a main gauche, rapier or (pre-3.1) sabre.
If you want to smooth out the relative attractiveness of weapon weights, discard the blows table and implement fractional blows, keeping track of stored unused energy until an extra blow can be awarded on the Nth round. I appreciate that this is not a minor change.
CCLeave a comment:
-
The problem with townscumming ...
... is that there *could* be the item you want in the store. If the item was automatically in stock, you could buy it. If it could never be in stock, you'd forget about it and go back to the dungeon. But because it's possible, you scum and/or buy out the store.
So how about a model where stores *only* sell guaranteed items. We can have endless debates about what they should be (too few makes the game frustrating, too many takes some fun out of it), but nobody will ever bother to townscum or buy out stores. I gave my list in the other thread (ammo, ?recall, ?ID, restore stats, maybe ?PD - oh, and town spellbooks), but I suspect we'd end up with a few more (oil, food etc.).
If this sounds too scary, how about a town with two shops - a general store that stocks the agreed list of guaranteed items, and a BM-type pawnbroker who stocks *anything*, from !slowpois to =speed, but with such tiny probabilities you'd never bother to scum it. That way you at least get some variation on your return to town.
CCLeave a comment:
-
I'm not suggesting a move to O style combat. But making heavier weapons a more viable starting choice would at least encourage some variety in initial play.Leave a comment:
Leave a comment: