excessive store prices

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    excessive store prices

    Every so often, the prices charged in a store will become astronomical, e.g. 50K for a ring of str+2. I recently noticed it again in the black market, and this time the first few items were correctly priced and then the rest were very high. Save and reload and it goes away, so it is hard to debug.

    Has anyone else seen this? If so, windows or linux or other?
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by PowerDiver
    Every so often, the prices charged in a store will become astronomical, e.g. 50K for a ring of str+2. I recently noticed it again in the black market, and this time the first few items were correctly priced and then the rest were very high. Save and reload and it goes away, so it is hard to debug.

    Has anyone else seen this? If so, windows or linux or other?
    Never seen this - is this r1971? Very interesting bug.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #3
      Originally posted by Magnate
      Never seen this - is this r1971? Very interesting bug.
      Yes, it happened most recently in r1971.

      It goes back in time at least to whenever I did the change to the num_blows code to go to the full limits of the tables. At first I thought I introduced the bug, but I saw it again back then without my mods, so it has been around for some time.

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #4
        Hmmm... I wonder what in-memory structures related to object pricing could be getting modified incorrectly. Magnate, do you have any ideas?
        linux->xterm->screen->pmacs

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by d_m
          Hmmm... I wonder what in-memory structures related to object pricing could be getting modified incorrectly. Magnate, do you have any ideas?
          The function in question is object_value_real(), but it's been stable for a good while now. Do we know if the problem is the actual price or the displayed price? If you have enough money to buy one of these stupidly overpriced items, do you actually spend the displayed amount, or not?
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by Magnate
            The function in question is object_value_real(), but it's been stable for a good while now. Do we know if the problem is the actual price or the displayed price? If you have enough money to buy one of these stupidly overpriced items, do you actually spend the displayed amount, or not?
            I think I did that once, but I can't be 100% sure. I think the message told me I paid the high amount, and that's what made me notice, but I didn't check how much my gold decreased. I'll try it the next time I see it.

            There is something a little funky about my system. Configure never worked entirely properly for example. I wonder if this is another problem that only affects me. Or maybe it is my playstyle and has something to do with lots of wielded unided stuff or something.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by PowerDiver
              I think I did that once, but I can't be 100% sure. I think the message told me I paid the high amount, and that's what made me notice, but I didn't check how much my gold decreased. I'll try it the next time I see it.

              There is something a little funky about my system. Configure never worked entirely properly for example. I wonder if this is another problem that only affects me. Or maybe it is my playstyle and has something to do with lots of wielded unided stuff or something.
              Ah. It could be a bitflag-rewrite bug with not-fully-known items. Can you narrow it down to see if it affects fully-known items?
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #8
                Originally posted by Magnate
                Ah. It could be a bitflag-rewrite bug with not-fully-known items. Can you narrow it down to see if it affects fully-known items?
                I don't see it that often, and it doesn't survive save-and-reload, so I don't even know what I should do to try to test that.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by PowerDiver
                  I don't see it that often, and it doesn't survive save-and-reload, so I don't even know what I should do to try to test that.
                  I have also noticed some odd behavior, but not only in prices. There have been cases where when I put on gear to test it, sometimes some of my stats (HP, mana, AC, stuff like that) do not get constant change, but it's very hard to reproduce and effect has been very minimal. So small that I'm not sure I'm not just imagining things.

                  There is something weird in RNG of the game, something has been changed so that whole feeling of the game has changed. Items that should be common (like Rings of Resist Poison) do not get created etc. Something very deep in game structure that is hard to pinpoint.

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #10
                    Originally posted by Timo Pietilä
                    There is something weird in RNG of the game, something has been changed so that whole feeling of the game has changed. Items that should be common (like Rings of Resist Poison) do not get created etc. Something very deep in game structure that is hard to pinpoint.
                    That is just the attack on drops combined with the effects of DROP_GOOD. Very few jewelry items are dropped now compared to 3.0. I have had multiple chars otherwise ready for M except needing to scum for an amulet of trickery. I may revert to cloning death quasits even though it feels like cheating.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #11
                      Originally posted by PowerDiver
                      That is just the attack on drops combined with the effects of DROP_GOOD. Very few jewelry items are dropped now compared to 3.0. I have had multiple chars otherwise ready for M except needing to scum for an amulet of trickery. I may revert to cloning death quasits even though it feels like cheating.
                      Isn't Amulet of Trickery counted as good drop? That one gives speed bonus, resist poison and nexus and increases your DEX, infravision and stealth. Definitely one of the best amulets, if not the best amulet into game.

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2820

                        #12
                        Originally posted by Timo Pietilä
                        Isn't Amulet of Trickery counted as good drop? That one gives speed bonus, resist poison and nexus and increases your DEX, infravision and stealth. Definitely one of the best amulets, if not the best amulet into game.
                        I don't know. Perhaps it drops in DROP_GOOD, but that occurs not as often as it used to drop from other monsters. What I do know is that in 3.0 I would find it well before I killed Sauron. Now Sauron is a pushover I would guess half the time before I find it.

                        Elessar and Carlammas and Dwarves are pretty close in power if you do not need sustain dex. It doesn't really compare to an above-average randart amulet. That's another reason randarts are overpowered. They do not respect that certain slots are weaker than other slots.

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by PowerDiver
                          Elessar and Carlammas and Dwarves are pretty close in power if you do not need sustain dex. It doesn't really compare to an above-average randart amulet. That's another reason randarts are overpowered. They do not respect that certain slots are weaker than other slots.
                          IMO we just need more amulet types.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Which will, of course, make the game easier.

                            We need to start coming up with ways to make the game harder, too...

                            Comment

                            • fyonn
                              Adept
                              • Jul 2007
                              • 217

                              #15
                              Originally posted by Derakon
                              We need to start coming up with ways to make the game harder, too...
                              well, I did suggest making priests suffer the pointy penalty from using bows and xbows, and perhaps increasing that penalty. make 'em use slings.

                              I know the blunt thing might not make sense, but surely it makes less sense to penalise pointy hand weapons but allow pointy missiles. we should be consistent at least.

                              dave

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎