OK, I'm looking at this thread by trying to identify the problems people have given and look at the solutions given, and see how well they match up.
The main problem given appears to be that newbies die from monsters they don't know to fear, and some of them will be put off the game as a result. (I don't really see this as a problem; it's a fairly vital and I think unavoidable part of the game. If someone don't like permadeath, there's not much we can do for them.)
There a bunch of possible solutions. I don't think selling monster info in the stores is one of them, though. There are a *lot* of monsters in Angband, and buying info on any one of them is not very helpful to you unless you already know what the dangerous ones are (the kind of knowledge you gain through experience). Additionally, buying information and reading it has nowhere near the same psychological impact as actually getting in a fight with a monster (and maybe dying). In order to get good with the game, you have to practice. That involves death. Every death teaches you an important lesson. Maybe I'm attacking a strawman here, but I don't think you can reproduce the kind of practical knowledge of what to avoid and what try and kill by allowing the player to do more reading.
Which isn't to say that it may not sometimes be useful to gain information about a monster, and that sometimes it will make an impact. But deaths are an important part of learning, and they always have been. If you don't like that, you shouldn't be playing.
Another part- solution would be to make it obvious when a monster is out-of-depth. 3.1.1 does this (you know more info about a monster before you first fight or kill it). This requires newbies to be careful and look at monsters, and if it says "usually seen at 800'" on dl4, they should run away. If they're not doing that, then frankly they should learn to do it.
There seems to be another thing implicit here which is that "if the player does nothing wrong, they should not die". I broadly agree with that. I'd argue that attacking an unknown monster without checking whether it's out of depth is doing something wrong, though. People who do that I imagine are also unlikely to be the ones buying monster info.
A third problem is that the game is perceived to lack some flavour. I have sympathy for this view; but it is a different problem to stopping newbies dying. Scrolls to teach about monsters are possible, as are carvings on walls or floors you can look at to gain information about monsters (possibly nearby those monsters). However, this is distinct from the first problem given above and the solutions to either will be different.
The main problem given appears to be that newbies die from monsters they don't know to fear, and some of them will be put off the game as a result. (I don't really see this as a problem; it's a fairly vital and I think unavoidable part of the game. If someone don't like permadeath, there's not much we can do for them.)
There a bunch of possible solutions. I don't think selling monster info in the stores is one of them, though. There are a *lot* of monsters in Angband, and buying info on any one of them is not very helpful to you unless you already know what the dangerous ones are (the kind of knowledge you gain through experience). Additionally, buying information and reading it has nowhere near the same psychological impact as actually getting in a fight with a monster (and maybe dying). In order to get good with the game, you have to practice. That involves death. Every death teaches you an important lesson. Maybe I'm attacking a strawman here, but I don't think you can reproduce the kind of practical knowledge of what to avoid and what try and kill by allowing the player to do more reading.
Which isn't to say that it may not sometimes be useful to gain information about a monster, and that sometimes it will make an impact. But deaths are an important part of learning, and they always have been. If you don't like that, you shouldn't be playing.
Another part- solution would be to make it obvious when a monster is out-of-depth. 3.1.1 does this (you know more info about a monster before you first fight or kill it). This requires newbies to be careful and look at monsters, and if it says "usually seen at 800'" on dl4, they should run away. If they're not doing that, then frankly they should learn to do it.
There seems to be another thing implicit here which is that "if the player does nothing wrong, they should not die". I broadly agree with that. I'd argue that attacking an unknown monster without checking whether it's out of depth is doing something wrong, though. People who do that I imagine are also unlikely to be the ones buying monster info.
A third problem is that the game is perceived to lack some flavour. I have sympathy for this view; but it is a different problem to stopping newbies dying. Scrolls to teach about monsters are possible, as are carvings on walls or floors you can look at to gain information about monsters (possibly nearby those monsters). However, this is distinct from the first problem given above and the solutions to either will be different.
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