Embarrassment of SPEED footwear riches

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  • SSK
    Adept
    • Apr 2011
    • 111

    #46
    Originally posted by Derakon
    I do suggest you try it for at least one game making it to around 1000' or so. See how it really goes, instead of just guessing how you think it'll go. If you still don't like it after having tried it, fine; you tried it, you don't like it, it's an option, so you don't have to play that way. But you'd be far from the first to say "No selling? That sounds lame" only to do a complete 180 after having given it a shot.

    For me, no-selling means that all those niche items I used to toss are now potential usables -- I don't have to save inventory space for stuff to take back to sell. Thus if I find something I know I'm not going to use, I can just chuck it immediately. I spend more time in the dungeon, I make more use of low-margin items, and as a whole the game feels a lot more streamlined.
    All good points, and yes I should try something before criticicizing as a rule.

    That said, not sure how it addresses the larger point of making gold more a viable part of the game into the endgame...

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #47
      Originally posted by SSK
      Heya Magnate, thanks for weighing in. Code cleaning good.
      Glad you think so. Unfortunately it seems that Derakon may have hit the nail on the head - your views seem quite contrary to the thinking behind the nightlies:
      The things I find strangest (least desirable) are:

      1) The way levels are so much smaller and kinda emptier than before--so many fewer rooms--much more space taken by basically walls rather than corridors or rooms.
      d_m and fizzix know more about dungeon generation than me, but this may be a side effect of intentional changes to improve dungeons.
      2) Buy/sell differential in the stores: during play--if I find loot in the dungeon I can't use because I already have better stuff or it just isn't applicable to my class, one satisfaction I can get is by selling it. This is robbed if the store buy/sell differential is too high. I accept some may want to rebalance gold by having things sell for a *little* less cash, but I think it went overboard where you sell a weapon of Holy Avenger for 5000, and can buy it back for 16000. How about pushing a bit back towards the middle?
      Sorry, this was deliberate: stores now pay 1/3 of what they used to, in order to reduce the "game of shopping" dimension (and incentivise use of the no_selling option, which we aspire to make the default).
      3) Macros--want 'em back instead of keymaps. I like being able to have a sequence including carriage returns.
      Sorry, this is deliberate too. You can now do everything with keymaps that you could do with macros, including [return].
      4) Hilight character--want this back badly. We need the option to hilight our character in yellow to distinguish from the hordes...
      Hmmm. This came out a while back I think - takk has done a couple of options culls. I don't have strong views on this - though I find @ changing colour on damage more useful than permanently highlit.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #48
        Originally posted by ulrichvonbek
        Anyway, I really think that providing something to spend money on at all phases of the game should be a guiding design principle. It just doesn't feel right to look at a pile of $$ across the room and say, that's not worth the 10 steps it would take to pick up.
        You might want to try NPP - it has store services and money stays useful pretty much throughout the game.

        You might also be interested in trawling some old threads on angband's economic model - quite a few different things have been proposed. takk doesn't have a strong view on this, which is partly why it hasn't changed yet, but I think we're much more likely to move towards fixed inventories than attempt supply & demand.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #49
          Originally posted by SSK
          All good points, and yes I should try something before criticicizing as a rule.

          That said, not sure how it addresses the larger point of making gold more a viable part of the game into the endgame...
          I just wish this forum software had a better search function. As I just replied to ulrichvonbeck, this discussion has come and gone dozens of times. There are a load of possibilities for stores, but no clear winner.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • SSK
            Adept
            • Apr 2011
            • 111

            #50
            Originally posted by Magnate
            Sorry, this is deliberate too. You can now do everything with keymaps that you could do with macros, including [return].
            OK then fine with me--how do you do R& [return] in a keymap?

            Is "[return]" the correct syntax in the keymap? That would be nice to build into the "customization" section of the in-program docs. It's just that \r which was the correct syntax in the macro system has not been brought over to the keymap system and the docs don't explain...

            Comment

            • myshkin
              Angband Devteam member
              • Apr 2007
              • 334

              #51
              More specifically, you want "R&[Return]" (note the second capital R). Unfortunately, we have not yet coded an improved UI for keymap editing, and so you will need to modify your preferences files to add this action to your keymap if you are playing nightlies. This should all get cleared up in documentation and in the UI by 3.3.0.

              Are you familiar with saving and loading your preferences from the UI? The resulting preferences file goes into a platform-dependent location, typically somewhere in your home directory on Unix-like systems, or somewhere in your users directory for Windows. You'll need to edit that file with a text editor. I recommend creating a keymap with something resembling the keypress and action you want, so that you can find it in your preferences file to modify.

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