The Buyout Button (tm)

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  • Donald Jonker
    replied
    Originally posted by Magnate
    I believe that Angband should not be "the game of shopping", and that the whole stores concept is broken. Stores should have totally invariant stock, so scumming/restocking should never be an issue. Or, we should get rid of gp completely, and the town, and have only barter with merchants wandering around the vast underground world.
    I'll agree that while the town lends Angband a great deal of its unique flavor, it's probably also its greatest liability. But both of these are giant, long ranging reforms requiring massive rethinking, negotiation and/or recoding. The button is a short term measure that works with the game mechanics as is. Can't we have both?

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  • Rizwan
    replied
    Originally posted by Atarlost
    It doesn't matter unless shopkeepers are going to change more frequently than stores currently restock.
    Thats what I meant when I said force storekeeper change after a fixed number of turns. Right now the number of turns is not fixed there is a very small chance of change, but if the turns are fixed then we can wait it out

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  • Magnate
    replied
    I believe that Angband should not be "the game of shopping", and that the whole stores concept is broken. Stores should have totally invariant stock, so scumming/restocking should never be an issue. Or, we should get rid of gp completely, and the town, and have only barter with merchants wandering around the vast underground world.

    Leave a comment:


  • Atarlost
    replied
    It doesn't matter unless shopkeepers are going to change more frequently than stores currently restock.

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  • Rizwan
    replied
    Originally posted by Atarlost
    That wouldn't take care of the problem of inadequate stock, which is the primary reason for buying out stores.
    Doesn't a change in shopkeeper trigger a change in stock?

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  • Atarlost
    replied
    That wouldn't take care of the problem of inadequate stock, which is the primary reason for buying out stores.

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  • Rizwan
    replied
    I voted no because I want to propose another alternative ala force the shopkeepers to change after a certain fixed number of turns. This will also get rid of the shopkeeper payout problem.

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  • Marble Dice
    replied
    I'm voting yes because I don't believe in rewarding tedium.

    Currently you can force a re-stock with lots of gold or lots of turns. One is easy to do, the other takes a lot of key-jockeying. I don't really think either should be necessary or possible, but they are, so I don't think either should be annoying and time-consuming.

    If other development is in the works that might address the root of the problem, then by all means go with that.

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  • buzzkill
    replied
    I cast my vote for apathy. I have a general, presently unfounded, dislike of the mechanic itself. But, as long as it is possible, you might as well make it easy.

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  • PowerDiver
    replied
    One other advantage of the button is to present the information that it is possible to restock to players who otherwise would not know that restocking is part of the game.

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  • will_asher
    replied
    If I was a better player who often got far enough to have tons of money, and if I cared one diddlywop about turncount, I'd definetly vote yes. As it is I'm apathetic.

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  • Zikke
    replied
    I personally believe buying out a vendor to get them to restock is somewhat of an exploit (even though it's programmed to cause a restock). I voted Nay.

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  • Donald Jonker
    started a poll The Buyout Button (tm)

    The Buyout Button (tm)

    37
    Yea!
    0%
    13
    Nay!
    0%
    8
    (Apathy)
    0%
    16
    Would you like Eddie's bodacious buyout button in Vanilla?

    Discussion of the buyout button has been popping up hither and thither on the forums lately, so perhaps it's time to engage it directly. For those who don't know:

    The buyout button is a special key in the shop interface devoted to the function of buying and discarding the entire stock of a given store. This has the useful function of forcing the shop to completely restock with new items. It's chiefly used to acquire certain items either necessary for the current trip to the dungeon, or that are rare enough that it's faster to seek them in town with excess funds (of which there are many in the late game) than to find them in the dungeon. These can include anything from !rStat, !CCW to stat potions and endgame consumables. Consumables being so much rarer in recent versions of the game, it has seemed incumbent to bring the issue up now rather than later.

    Under the current state of things, you have to manually buy out every item, transfer them to your inventory, and then destroy them. This takes longer in real time than townscumming. The chief reason to buy out stores instead of townscumming is to avoid insane turncounts. The buyout button would skip that step, and destroy all items in the store without transferring them to your inventory.

    A few brief recent opinions:

    Originally posted by Nolendil
    As for the buyout button, it's heading on the opposite direction of what Takkaria wants which is, if I understood correctly: "don't ask for items to be easier to find in shops, suggest how to make items in the dungeon to be more useful".
    Originally posted by Powerdiver
    I see that argument being analogous to the arguments that kept squelch out of V for so long. Once you think the game is ready to remove store restocking, then do so. Until then, I want the button.

    This even interferes with squelch. I used to set it up so that when you bought a squelched object, the game would automatically unsquelch it assuming you now want the thing. But I've removed that because it is more important to ease the process of buying out a store, where you want bought squelched objects to disappear without any further keypresses.

    In fact, I find that I squelch multiple objects I might otherwise use if I bumped into them in the dungeon [e.g. detect invisible] just so that the buyout process is faster. Having no buyout button leads directly to using *fewer* dungeon objects when I play.
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