Net Angband: alpha testing
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If you want to go to a market-driven economy, make sure that the stores do not pay more than they receive. Start them with 0 gold, and only increase it when players buy stuff. -
In real life economy, more demand would the prices go up, not down.More seriously, black market should stay unaffected by this change, as it does not sell "necessary" items anyway, and for the reason Pete mentionned.
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Man, will this make dungeon books (and speed rings!) cheap in the black market.Leave a comment:
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It occurred to me today that NetAngband would be a perfect place to implement and test supply and demand pricing in the shops. Supply and demand would be based strictly based on bought/sold ratio of each particular item and the cumulative totals at the end of each game would be added to the server's previous totals and this 'pricing structure' would be carried into each new game regardless of the user. *Necessary* items that become prohibitively expensive could have their rarity tweaked to be found more often in the dungeon (I don't know if this would become necessary).
I know I've brought this up before (without success), but with the advent of NetAngband and multiple users and styles of play, it may just be workable. Of course, it would (probably have to) be optional.Leave a comment:
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Please tell me it's incompatible with linux. Please?
Because I've purposely not learned how to run Angband on Linux to keep my work productivity up...now I'm not sure I'll be able to restrain myself...Leave a comment:
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I can't target an enemy using the '*' and '5' ('*' works, '5' doesn't). So right now, it appears I'm limited to either 'target nearest' or aiming in one of the 8 primary directions.Leave a comment:
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