Gold and no_selling

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    Originally posted by fph
    Would that include Farmer "get one good item for free" Maggot? Count me in. The whole town mini-game has always looked silly to me --- with street urchins on the top of the list.
    I don't particularly care, but my solution would be to put him in the dungeon with the same depth and rarity as his hounds, whatever that is.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      Originally posted by NotMorgoth
      What I do find is that with no-selling I will not even bother picking up or identifying 95% of weapons and armour in the early game, until I have _Perception, as they are unlikely to be better than what I already have.

      Other thoughts I have about it are Sangband-specific so probably not appropriate here.
      That is because the cost to identify is higher than the expected value of the item. The changes made in V 3.1, ID-by-use and much faster pseudo, make all the difference.

      IIRC in S you get a single chance at pseudo when you pick up the item and if you fail you'll never know whether it is safe to test-wield. That means it makes sense to toss anything that doesn't pseudo when you pick it up.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        Originally posted by fph
        Would that include Farmer "get one good item for free" Maggot? Count me in. The whole town mini-game has always looked silly to me --- with street urchins on the top of the list.
        Maggot? Maybe I'm dense, but I don't recall ever seeing Maggot in V. I don't think that I ever killed him. Admittedly, I don't play a lot of V, but still, I think I would have noticed.

        Now The Complainer... there's a NPC I kill, every time. Sure, he usually has a good drop, but that's not my motivation.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          Maggot has been in Vanilla since 2.4 frog-knows, mate. I used to savescum his drop when I was a kid.

          Comment

          • EpicMan
            Swordsman
            • Dec 2009
            • 455

            It may not be very useful now with ID-by-use, but I like the idea of a chance at instant-pseudo of an item when you pick it up. You could even maybe pseudo it when you walk over it assuming you can see (area lit and not blind). You could implement it with a bit flag that is flipped when the item is pseudo'd or fails to be pseudo'd.

            Warriors should have the best chance to pseudo, while mages and priests the worst (being least familiar with weapons and such). It's probably not feasible to make exceptions (priests somewhat better at pseudoing blunt weapons and mages even worse at pseudoing gloves/gauntlets).

            You could also expand this to cover magic devices, with a different order of pseudo chance than weapons/armor (mages best, then rogues, rangers,...whoeverisworstatmagicdevices). Pseudo in the case of magic devices would be used to determine the number of charges left, assuming ID-by-use does not do that for you right now. I haven't played V far enough to know much about ID-by-use.

            Comment

            • Nightmarjoo
              Adept
              • May 2007
              • 104

              Instead of just universally multiplying gold drops by 5 or whatever you've decided on, why not keep it at x3 where it feels like you have too little gold and add more variation in the drop-amount; so maybe you'll have too little and then you get lucky and find 5k gold in a single drop. Makes gold droppers more exciting, no?

              I haven't tried no_selling yet so I don't know how it feels, but gold has always been pretty boring to me with selling enabled, so I'm eager to try out no_selling. I always just get by with whatever I had, use my first Westernesse weapon, sell the second and I'm rich for the rest of the game.
              My first winner! http://angband.oook.cz/ladder-show.php?id=9326 Link, the Kobold Warrior!

              My second winner! http://angband.oook.cz/ladder-show.php?id=9369 Cailet, the Hobbit Mage!

              Damned be those who use High Elves, for they are the race of the weak!

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                Originally posted by Nightmarjoo
                Instead of just universally multiplying gold drops by 5 or whatever you've decided on, why not keep it at x3 where it feels like you have too little gold and add more variation in the drop-amount; so maybe you'll have too little and then you get lucky and find 5k gold in a single drop. Makes gold droppers more exciting, no?
                There are occasional extra-large bonus drops in the current code.

                This is meant to be a style option, not a difficulty option. If you want a harder game, petition for a difficulty option you could apply in addition. One possibility would be to increase the prices shops charge by some factor. That would affect the difficulty of selling games as well.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  Originally posted by PowerDiver
                  There are occasional extra-large bonus drops in the current code.

                  This is meant to be a style option, not a difficulty option. If you want a harder game, petition for a difficulty option you could apply in addition. One possibility would be to increase the prices shops charge by some factor. That would affect the difficulty of selling games as well.
                  Nightlies will shortly have all buying prices cut to 1/3 of the selling price. This will obviously only affect selling games, but is a step towards reconciling the two. (It may of course be reverted before 3.3)

                  Personally I think the jackpot drops are not good - IMO gold drops should correlate very closely to monster power, with very small variance. But YMMV.
                  "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

                    If you want variation in treasure size, just make the monster drop more treasure "items" by modifying their entry in monster.txt, like how hydras drop lots of money. It's simple enough to do.

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      Originally posted by Magnate
                      Nightlies will shortly have all buying prices cut to 1/3 of the selling price. This will obviously only affect selling games, but is a step towards reconciling the two. (It may of course be reverted before 3.3)
                      That means stores will buy for 1/3 of what they sell for, right, not the other way round?
                      takkaria whispers something about options. -more-

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        Originally posted by takkaria
                        That means stores will buy for 1/3 of what they sell for, right, not the other way round?
                        Er, yes, that's right.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Tiburon Silverflame
                          Swordsman
                          • Feb 2010
                          • 405

                          I would prefer stores buy for 1/2 instead of 1/3, but that's minor. However, if this is done, I'd like to see the shopkeepers' maximums set to at least 10K.

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            Originally posted by Tiburon Silverflame
                            I would prefer stores buy for 1/2 instead of 1/3, but that's minor. However, if this is done, I'd like to see the shopkeepers' maximums set to at least 10K.
                            I don't understand the relationship between those two. If selling price is divided by 1/3, the effective maximum is already x3 higher.
                            linux->xterm->screen->pmacs

                            Comment

                            • camlost
                              Sangband 1.x Maintainer
                              • Apr 2007
                              • 523

                              Originally posted by d_m
                              I don't understand the relationship between those two. If selling price is divided by 1/3, the effective maximum is already x3 higher.
                              Two things limit the amount of money you get for stuff -- the selling price, and the store cap. Since we're reducing one, it may be prudent to relax the other.

                              Imagine that you find yourself in the situation of raising cash for something. You'll need to sell the expensive stuff in order to buy what you want, doubly so now because of the reduced selling prices. A 5K cap in the weapon smith adds insult to injury.
                              a chunk of Bronze {These look tastier than they are. !E}
                              3 blank Parchments (Vellum) {No french novels please.}

                              Comment

                              • PowerDiver
                                Prophet
                                • Mar 2008
                                • 2820

                                Originally posted by camlost
                                Two things limit the amount of money you get for stuff -- the selling price, and the store cap. Since we're reducing one, it may be prudent to relax the other.
                                Since the main point of the one is to reduce the money in the game, changing the other to increase the money in the game is perplexing to me.

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