No, it isn't. Have you noticed how many people have said "Man, no-selling sounds like a terrible idea", then tried it, and said "Wow, this is a lot better than I thought it would be!"? I don't think I've seen more than two people on this forum not like no-selling after having tried it.
No Sell - I am convinced
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No, it isn't. Have you noticed how many people have said "Man, no-selling sounds like a terrible idea", then tried it, and said "Wow, this is a lot better than I thought it would be!"? I don't think I've seen more than two people on this forum not like no-selling after having tried it.Comment
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dos350,
If you have no interest in trying it, then fine - that's your choice.
But when other people say 'you would be surprised how much nice it is', you should reconsider.
Especially when people say 'I thought I wouldn't like it, but after trying it, I did'
If you want your point to hold any weight, you need to either:
1) Give a rational reason why you think it isn't a good idea, or
2) Try it and give reasons why you didn't like it.
You can't win an argument if you respond to "why?" with "oh, no reason in particular"
By the way, the above statements don't just apply to Angband.
They apply to life in general.
You did say one thing I want to comment on - you are correct that after you reach a certain amount, money becomes meaningless.
In my games that is usually around 200K or so.
But until you reach that, money is quite signifigant.
Bare minimum is you need enough money to rebuy consumables, but there are plenty of objects in the black market
that I will immediately burn money on - telepathy, speed, !con, teleport other, ? deep descent, etc, etc.
- FrankComment
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excuse me chod,
blah blah valid point blah life general blah? ~ u didnt read wat i said?
it is useless option because~ selling is good sometimes in earlygame , and money is not an issue anyway in late game.. that seems a valid point to me ?~!~!?~!
normal play giv u freedom to choose,
please no rage rofl~!~eek
Reality hits you -more-
S+++++++++++++++++++Comment
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No, it isn't. Have you noticed how many people have said "Man, no-selling sounds like a terrible idea", then tried it, and said "Wow, this is a lot better than I thought it would be!"? I don't think I've seen more than two people on this forum not like no-selling after having tried it.Comment
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Do you like heading back to town just to sell stuff?
Do you like being slowed because you are carrying heavy items you will never use because they are "valuable" for selling?
Do you like giving up inventory space you could use for useful, fun items?
If you answered "no" to any of the above, you may like no-sell. The only think I don't like is that I didn't think of it myself.
1. I never head back to town just to sell stuff.
2. I would never pick up a heavy item to sell if it slowed me, (but I may pick it up to bring it to the home if it could become useful.)
3. I don't think I ever have chosen a "sellable" item before a "fun and useful" item .
OMG. How do you guys play? Do you really do these things with selling? I can't understand it. No wonder you don't like it.
My 2 cents: Selling for me is the number one method for identifying stuff (except weapons and armor) at least in the early part of the game, or playing a Paladin or Rogue for example. I know that there is ID-by-use now, but for hardware reasons I can't play the later versions without difficulty, so I haven't been able to try it. Occasionally I quaff a potion or read a scroll when in mortal danger, and some wands, rods and staffs I try to use and identify.
Also, let's say I have a number of CCW potions, and then start collecting Healing potions; when I have enough of those I sell the CCW rather then just dump them somewhere.
To summarize: To me, selling is a fun and enjoyable part of the game.
-If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert HubbardComment
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The newer versions of Vanilla have made ID-by-use much less dangerous -- potions of Weakness, Sickness, etc. are gone, for example. It's generally safe to try out items to see what they do. I used to sell to ID items, as you do, but it's not really needed any more.
In your selling games, would you carry a scroll of Detect Invisible? Would you use a wand of Confuse Monster, rather than hold it to sell? How many inventory slots are full before you go into the dungeon? In no-selling games, all of my inventory is for items that I'd either want to use at some point, or that I'm waiting on pseudo to ID for me. I can carry tons of niche crap that I'd pretty much squelch right off in a selling game, because I'd get a better return on devoting the inventory slot to something salable.
In selling games, when my pack fills up with vendor trash, I either recall or start ditching the least valuable items so I can fit in more valuable stuff (or the occasional, rare actually usable item). With no-selling, my pack fills far less quickly, even though I've stuffed so many low-odds items in it, because there are far fewer usable items than there are salable items. If it's full, it's full of things that are either currently useful or will be useful in the future, which means it's time to return home to stash some of it in the home.
In short, in no-selling games, you return to town to store items in the home, to replenish consumables, and to check out the Black Market. Selling games have all that plus the need to haul useless stuff back to town to sell. Thus trips to the town will be strictly more common in selling games than in no-selling games. The town is boring. Who wants to go there more often?Comment
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Okay, dos350, I'll admit my post was a bit much - but your posts do have the trend of an unwillingness to consider/discuss new ideas.
BTW, relic, No-selling doesn't mean you can't sell - it just means you get zero gold for sales. You can still sell to ID objects, which I do.
I'm curious how often you buy stuff from the BM, since my gut feeling is it would take you a very long time to afford expensive objects. I tend to be close (or over) my inventory weight limit, so I can barely pick up anything 'extra' without slowing down. In the early/mid game, the valuable objects are usually ego weapons.
The 'selling grind' allows you to buy game-altering objects from the BM sooner, which for me has always offsetted the work of the grind. Aggressive selling gains you even more gold than no-selling, but the 'fun' benefits of no-selling (covered by the other posts) make the change worthwhile for me. Selling isn't -that- painful (it was far worse when you had to haggle), but it's a tedium I'll gladly live without.
- FrankComment
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Really? That's my main reason for going up to town in sell games. My next two reasons are both more rare: I am almost never forced up because I am out of consumables (my inventory fills with sellables first), and I almost never recall up just to buy gear/books (again, my inventory fills up fast enough).
Maybe that's why you never go to town to sell stuff - you are carrying so few consumables (to make room for sellables) that you are constantly going to town to replenish those anyway.
To summarize: You and the "no rage" guy have not tried what you are criticizing.Comment
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In your selling games, would you carry a scroll of Detect Invisible? Would you use a wand of Confuse Monster, rather than hold it to sell? How many inventory slots are full before you go into the dungeon? In no-selling games, all of my inventory is for items that I'd either want to use at some point, or that I'm waiting on pseudo to ID for me. I can carry tons of niche crap that I'd pretty much squelch right off in a selling game, because I'd get a better return on devoting the inventory slot to something salable.
In selling games, when my pack fills up with vendor trash, I either recall or start ditching the least valuable items so I can fit in more valuable stuff (or the occasional, rare actually usable item). With no-selling, my pack fills far less quickly, even though I've stuffed so many low-odds items in it, because there are far fewer usable items than there are salable items. If it's full, it's full of things that are either currently useful or will be useful in the future, which means it's time to return home to stash some of it in the home.
In short, in no-selling games, you return to town to store items in the home, to replenish consumables, and to check out the Black Market. Selling games have all that plus the need to haul useless stuff back to town to sell. Thus trips to the town will be strictly more common in selling games than in no-selling games. The town is boring. Who wants to go there more often?
My priorities to pick up are: unidentified items, useful items and potentially useful weapons and armor. For example: Most identified wands, rods and staffs I just leave. I rather pick up an unidentified mushroom than an identified ring of protection, even in an early game.
So, in my games, i do just as you do: store items in the home, to replenish consumables, and to check out the Black Market, plus sell unidentified items.
As for the town being boring, that may be so. But I find it relaxing or de-stressing after an often dangerous trip to the dungeon to return to town. With no town, like in NetHack for instance, the only time to relax would be to save the character and quit the game.
So my point is: a no-selling game may be wonderful, but a selling-game can be fun if you play it the right way.If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert HubbardComment
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If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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Edited and corrected wrong word in bold face.If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert HubbardComment
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