Hi all,
There's been a lot of discussion of squelch recently, centred around the problems with DSMs but ranging quite widely. Since squelch doesn't actually destroy anything any more (only hides things), you can always un-squelch something to get it back if you change your mind (while you're still on the same level).
There are two fundamental problems with the existing quality squelch setup:
1. It's dependent on the pseudo-ID categories, which are clunky. "Excellent with no high resists", "excellent but not splendid" etc. We tie ourselves in knots trying to categorise item flags in a sensible and intuitive way (mutually exclusive and collectively exhaustive), but two decades after the invention of pseudoID it's still imperfect.
2. Nobody has designed a neat, smooth-scrolling UI which can cater for all permutations of items, and again we've spent years trying to fit it onto a set of single-screen menus. IMO NPP's menus are probably the best, but even those are not so good that they've made it to the top of anybody's patch list for V.
One alternative, which was mentioned deep in another thread recently, is to squelch by value. For each item category (swords, hafted, bows, body armour, shield etc.) you specify a gp amount, below which stuff gets squelched.
This relies on quite a lot of faith in the pricing algorithm, which some people will vote against purely on that basis, but you can always immediately recover something that is squelched which you want to keep. Also, the object_power function has recently been rewritten, and further improvements to pricing can be made quite quickly when people spot anomalies (e.g. X should be worth more than Y).
Just interested to see if there's any sort of consensus that this would be a good way to do quality squelch.
There's been a lot of discussion of squelch recently, centred around the problems with DSMs but ranging quite widely. Since squelch doesn't actually destroy anything any more (only hides things), you can always un-squelch something to get it back if you change your mind (while you're still on the same level).
There are two fundamental problems with the existing quality squelch setup:
1. It's dependent on the pseudo-ID categories, which are clunky. "Excellent with no high resists", "excellent but not splendid" etc. We tie ourselves in knots trying to categorise item flags in a sensible and intuitive way (mutually exclusive and collectively exhaustive), but two decades after the invention of pseudoID it's still imperfect.
2. Nobody has designed a neat, smooth-scrolling UI which can cater for all permutations of items, and again we've spent years trying to fit it onto a set of single-screen menus. IMO NPP's menus are probably the best, but even those are not so good that they've made it to the top of anybody's patch list for V.
One alternative, which was mentioned deep in another thread recently, is to squelch by value. For each item category (swords, hafted, bows, body armour, shield etc.) you specify a gp amount, below which stuff gets squelched.
This relies on quite a lot of faith in the pricing algorithm, which some people will vote against purely on that basis, but you can always immediately recover something that is squelched which you want to keep. Also, the object_power function has recently been rewritten, and further improvements to pricing can be made quite quickly when people spot anomalies (e.g. X should be worth more than Y).
Just interested to see if there's any sort of consensus that this would be a good way to do quality squelch.
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