Phail of Galadriel frequency

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  • ewert
    Knight
    • Jul 2009
    • 702

    #31
    Ahh yes, I meant it more as a healing aide and for not-so-critical situations of course and for situations where the effects are more or less inconveniences rather than deadly right now.

    Dunno though, now that I played some games with "noselling and superhomespace", I think it opened up a lot of room for me. I'd definitely gather the rods, enough of them and you could just fire em off after a phase etc. when fighting tougher mobs, saving towntrips to replenish CCW pots. And I guess it is more for the early game where you might actually not have the cash for infinite !ccw.

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    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #32
      Originally posted by ewert
      And I guess it is more for the early game where you might actually not have the cash for infinite !ccw.
      Even in the early game, would you save a single curing rod when preparing to recall knowing you could be taking home something to sell instead? I may be biased by my diving speed, but I'd expect to sell an item [say a random maul] for more money than any savings on !CCW on the next trip.

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      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #33
        Originally posted by PowerDiver
        Even in the early game, would you save a single curing rod when preparing to recall knowing you could be taking home something to sell instead? I may be biased by my diving speed, but I'd expect to sell an item [say a random maul] for more money than any savings on !CCW on the next trip.
        I'm not a fast diver, but I have found it to be true in my case also (I was trying to use a rod of curing I found with a Dunedain warrior last night and after about five minutes I gave up and squelched it). There are just too many other things that are either useful or worth money.
        linux->xterm->screen->pmacs

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        • ewert
          Knight
          • Jul 2009
          • 702

          #34
          I would have agreed a few weeks ago, but now that I tried a nobuying/selling type of game I think it changed my playstyle away from gather&sell, and so opened up more inventory space. Dunno, but it just feels a bit more fun to just play and not be "forced" to go up to sell so often.

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          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #35
            Originally posted by ewert
            Dunno, but it just feels a bit more fun to just play and not be "forced" to go up to sell so often.
            On that much we certainly agree.

            The reason I won't ask for commit access to the V source is that I would feel obligated to remove selling entirely as my first action.

            But for now, early gold drops are inadequate and prices keep going up, so selling is a huge deal.

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            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #36
              Originally posted by PowerDiver
              On that much we certainly agree.

              The reason I won't ask for commit access to the V source is that I would feel obligated to remove selling entirely as my first action.
              This is precisely what I hope will happen now we've moved to git: Eddie writes a no-selling branch and fixes gold drops, and takk pulls it into mainline ...
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #37
                Originally posted by ewert
                I would have agreed a few weeks ago, but now that I tried a nobuying/selling type of game I think it changed my playstyle away from gather&sell, and so opened up more inventory space. Dunno, but it just feels a bit more fun to just play and not be "forced" to go up to sell so often.
                I keep forgetting that you are playing with no buying. A rod of CCW might be quite useful in that context in the early to mid game.

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