no selling experience

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  • ulrichvonbek
    Apprentice
    • Mar 2011
    • 82

    #16
    Is this only in 3.2? It sounds interesting enough to make it worth getting that version running even if it isn't in the official Ubuntu packages.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2780

      #17
      Originally posted by ulrichvonbek
      Is this only in 3.2? It sounds interesting enough to make it worth getting that version running even if it isn't in the official Ubuntu packages.
      I introduced the idea of no selling back in 3.0 days, multiplying gold drops by a factor of 4 once you go down a couple dLevels. That was not in official V, just some mods I distributed. Changes to drops in 3.1 meant that approach didn't work any more. In 3.2, gold drops were increased enough that the approach could be made workable again, and no selling became an official option.

      There's probably too much gold in 3.2.0 at least in the early game. The mods to gold drops were a last minute rush job.

      If you are playing some 3.0.x version, and can compile it yourself, it's a pretty small code change.

      I don't know in which variants no selling is viable. The only one I am sure of is DaJ.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 3964

        #18
        Originally posted by PowerDiver
        There's probably too much gold in 3.2.0 at least in the early game. The mods to gold drops were a last minute rush job.
        To me it looks like you get a bit too much at the start, too little at approx 1500-2500' area (that is the time where you need to get expensive gear/consumables that shop is selling), and again gold becomes irrelevant deep down (nothing in shops equals what you find in dungeon).

        It's not off by much though. Even several thousand gp at start doesn't mean much compared to 250'-1000' wand/staves selling, and you get to that depths so fast that beginning money really doesn't mean much.

        Comment

        • camlost
          Sangband 1.x Maintainer
          • Apr 2007
          • 497

          #19
          Originally posted by PowerDiver
          I don't know in which variants no selling is viable. The only one I am sure of is DaJ.
          Sangband supports no-selling, and is the default option. I added it after your reports that x4 gold worked ok. I love it.
          a chunk of Bronze {These look tastier than they are. !E}
          3 blank Parchments (Vellum) {No french novels please.}

          Comment

          • Napsterbater
            Adept
            • Jun 2009
            • 176

            #20
            Originally posted by Timo Pietilä
            To me it looks like you get a bit too much at the start, too little at approx 1500-2500' area (that is the time where you need to get expensive gear/consumables that shop is selling), and again gold becomes irrelevant deep down (nothing in shops equals what you find in dungeon).

            It's not off by much though. Even several thousand gp at start doesn't mean much compared to 250'-1000' wand/staves selling, and you get to that depths so fast that beginning money really doesn't mean much.
            I found the amount of gold at 1500-2500 to be plenty, but I brought a shovel with me (later a =Delving) and dug for gold. I think the fact that I was spending more time on each level killing those pesky orcs interrupting my mining expedition was earning me more than the actual digging, but I was able to buy all the stat potions the BM had to sell, until I got caught by a Trapper. Had I known my High Elf Rogue with +8 Speed, See Invisible and a =FA still had to worry about invisible, paralyzing monsters, I would have kept the ring on all the time instead of augmenting my already killer 150 dmg/turn with Aglarang. I was up til 7am on that one! Oh well, live and learn.

            edit: You know what, I'm changing their appearance in monsters.txt. They're either invisible or they're not. I'm not going to start playing with a Monsters Seen window open just for Trappers.
            Last edited by Napsterbater; March 27, 2011, 20:22.
            This thread, it needs more rage. -- Napstopher Walken

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 4916

              #21
              Originally posted by Napsterbater
              I found the amount of gold at 1500-2500 to be plenty, but I brought a shovel with me (later a =Delving) and dug for gold. I think the fact that I was spending more time on each level killing those pesky orcs interrupting my mining expedition was earning me more than the actual digging, but I was able to buy all the stat potions the BM had to sell, until I got caught by a Trapper. Had I known my High Elf Rogue with +8 Speed, See Invisible and a =FA still had to worry about invisible, paralyzing monsters, I would have kept the ring on all the time instead of augmenting my already killer 150 dmg/turn with Aglarang. I was up til 7am on that one! Oh well, live and learn.
              Ah yes, the new bastard-mimics. I wondered how people would like them.

              As those playing the nightlies may have realised, the gold from no_selling has been adjusted so it's not so generous for the first few dlevs.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2780

                #22
                Originally posted by Magnate
                As those playing the nightlies may have realised, the gold from no_selling has been adjusted so it's not so generous for the first few dlevs.
                That adjustment seemed like a noticeable improvement to me. The 3.2 comp I submitted recently turned out to have a 1400 gp drop on DL1. I know people like variance, but that's too high for DL1 IMO.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 3964

                  #23
                  Originally posted by PowerDiver
                  That adjustment seemed like a noticeable improvement to me. The 3.2 comp I submitted recently turned out to have a 1400 gp drop on DL1. I know people like variance, but that's too high for DL1 IMO.
                  In 3.2 you could find adamantium gp pile worth 4000+ on dlvl1. Not often, but it was/is possible.

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2780

                    #24
                    Originally posted by Timo Pietilä
                    In 3.2 you could find adamantium gp pile worth 4000+ on dlvl1. Not often, but it was/is possible.
                    Are you agreeing or disagreeing with the premise of too much money early in 3.2 with no selling? I guess it doesn't matter. See Magnate's last comment.

                    I finally regained control of my google-fu, and managed to find a post to rgra in early 2005 which was perhaps the first time I pushed the idea of no selling. What took you so long to try it? Do you pretty much stick to official V, so didn't consider no selling until 3.2 came out?

                    Comment

                    • Napsterbater
                      Adept
                      • Jun 2009
                      • 176

                      #25
                      A townsperson I killed in the latest version dropped ~1200AU of adamantium.
                      This thread, it needs more rage. -- Napstopher Walken

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 3964

                        #26
                        Originally posted by PowerDiver
                        I finally regained control of my google-fu, and managed to find a post to rgra in early 2005 which was perhaps the first time I pushed the idea of no selling. What took you so long to try it? Do you pretty much stick to official V, so didn't consider no selling until 3.2 came out?
                        Yes. I usually play the latest stable release, not bothering to try dev-versions where game changes faster than I change levels. I also play quite slow, just about 10-15 minutes at any time, maybe hour or two max in a day, so it takes a while for me to get into endgame and win. Weekends I play a bit more unless I fire up MoO or MoO2 instead.

                        I thought that development would focus on fixing 3.2 but apparently nobody cares that 3.2 has bugs and are focused on 3.3 (and I suspect that when it gets released nobody cares if it has bugs, and hurries to dev 3.4).

                        I really think that development should slow down A LOT, so that we get a breathing period and some of the releases are actually stable.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 8820

                          #27
                          It would probably be a good idea to get 3.2.1 out the door anyway, to fix the issues discovered since 3.2.0 was released. That said, what needs fixing? The '8' in vaults thing and the frequency of leather boots...anything else?

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 3964

                            #28
                            Originally posted by Derakon
                            It would probably be a good idea to get 3.2.1 out the door anyway, to fix the issues discovered since 3.2.0 was released. That said, what needs fixing? The '8' in vaults thing and the frequency of leather boots...anything else?
                            DSM of speed, those boots, vaults, and that slowdown and flicker with overhead term window. That slowdown with animate_flicker on is so severe that you can't use that option at all with overhead term window (entire overhead view flickers in real time). You can also notice that there is monster nearby by game slowdown even without seeing it.

                            Others that come to mind are extra "learn (1)" with multiple classes result from combining detection spells.

                            Vault, extra "learn 1" and that slowdown are bugs, DSM and boots are balance tweaks. I suggest fixing bugs first, though those two balance tweaks are so easy to do that it takes about one minute of time.

                            [EDIT] there might be something with pref-files, but I can't remember now what was that.

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 951

                              #29
                              Originally posted by Derakon
                              It would probably be a good idea to get 3.2.1 out the door anyway, to fix the issues discovered since 3.2.0 was released. That said, what needs fixing? The '8' in vaults thing and the frequency of leather boots...anything else?
                              There's a silly, albeit entirely harmless, bug where if you open the command menu with the Enter key and then use Esc or left arrow to exit without selecting a command, you get a, "You cannot wield that item there." message. (I trip this all the time because of my bad habit of using Enter to clear 'more' prompts.)

                              Comment

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