Net Angband: alpha testing
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I was all excited to try this, but it seems to be down. "Expected to be back up by Feb 10th."Leave a comment:
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T.Leave a comment:
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If all things cost 0 GP to produce supply will be infinite because profit can be made at any nonzero price. Stores would buy nothing and everything would sell for 1 GP, and prices would only be that high because GP are atomic.Leave a comment:
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Haven't played yet, but the economy idea sounds intriguing... kinda reminds me of the old-school BBS "door games"!
I wonder if Angband or any other roguelike was ever ported to be a door game? Actually, I do remember "Legend of the Red Dragon 2" which was basically a roguelike, if I recall correctly... the first LoRD was just a bunch of menus, but LoRD 2 actually had maps and such you could walk around on!
Tradewars was kinda fun... for some reason the "modernized" versions with flashy graphics just weren't the same :PLeave a comment:
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When things like !CCW, ?Phase, Arrows, and even ?Recall become priced competitively for characters who come back every trip with 20K gold, there's no way that a lowlevel character can afford to buy more than a handful, much less afford to sell any "extra" he may find in the dungeon.
!CCW, Phase, Arrows WILL be sold rather than bought by players that need GP if the prices for these items are high enough. Players won't be able to afford not to. There are substitutes for these items, that while possibly not as effective, will be more reasonably priced.
If pricing for a particular item gets entirely out of control, making early survival impossible, then dungeon rarity would HAVE to be tweaked to simulate real-world productivity.
You can't figure production costs into anything in the Angband universe. I'm working on the assumption that all things cost the same GP to produce, 0 GP. That's just the magical nature of Angband.Last edited by buzzkill; February 5, 2010, 01:34.Leave a comment:
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I mean, seriously, we have big bad warriors going into the dungeon and then coming back into the shop and trying to scrape together a few coins to pay Ga-nat the Greedy for scrolls. What's wrong with "Give me the scrolls, or I'll cut your head off"? I propose that the bigger your sword, the cheaper the merchandise and the more the shopkeeper grovels.Leave a comment:
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I don't think you are likely to get agreement on this. The demand for (say) Holy Avenger with low dice (or big dice) in any one game is never more than 1. The supply is always more than one. So by your theory, Holy Avengers have less value than ?Phase Door. But that's not real life. In real life, there will be one or two producers of Holy Avengers (selling at a high price to cover costs), and any number of producers of ?phase door, selling at commodity costs. The stores already simulate fluctuation in supplies by random production on everything except arrows, which are consumed in numbers too large for the game to account for.
The low level character needs phase door and arrows even more desperately than the high level character. No matter the price, he won't be willing to sell these things. For low-level characters, the game becomes much more like ironman than anything else.
When things like !CCW, ?Phase, Arrows, and even ?Recall become priced competitively for characters who come back every trip with 20K gold, there's no way that a lowlevel character can afford to buy more than a handful, much less afford to sell any "extra" he may find in the dungeon.
Without some concept of supply-based (competitive) pricing, there's no way to avoid this problem.
Edited for clarityLast edited by Pete Mack; February 4, 2010, 05:47.Leave a comment:
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No. I'd like them to be more commonly found in the dungeon so that they need not be constantly bought by new and experienced characters alike.
Without adjusting the rarity, both phase door and arrows would likely became very expensive, enabling a low level character to find a few (easy enough, even at DL1) and sell them for a handsome price, thus enabling him to purchase many other (less desirable, more reasonably priced) items to insure his survival. The system works.
So now that that's settled, the question becomes - where do we set the put/call spread so that "9" makes some money, while the lazy yet savvy adventurer can still loaf around trading ?phase futures against 1d6 (+0/+0) arrows until he's amassed a tidy fortune?
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Without adjusting the rarity, both phase door and arrows would likely became very expensive, enabling a low level character to find a few (easy enough, even at DL1) and sell them for a handsome price, thus enabling him to purchase many other (less desirable, more reasonably priced) items to insure his survival. The system works.
BTW, I don't have any delusions that anything similar to this is going to be implemented (in V, NetV or any other variant). I'm just trying to make my point (that this type of pricing could work). But at the same time, I don't know why there is so much resistance to the idea itself. In the end, it's not all that much different than power based pricing. It's just desirability based pricing.Last edited by buzzkill; February 4, 2010, 05:39.Leave a comment:
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