No Sell - I am convinced
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a chunk of Bronze {These look tastier than they are. !E}
3 blank Parchments (Vellum) {No french novels please.}Comment
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1. book 1, sling, 20 iron shots, 5 rations, 3 torches, ?WoR
2. book 1, dagger, soft leather, wicker shield, 5 rations, 3 torches, ?WoR
3. book 1, book 2, 5 rations, 3 torches, 5 !CSW
4. book 1, book 2, main gauche, ?WoR, ?satisfy
... etc. It occurs to me that this would combine well with the load/save idea: we could provide a small number of basic kits, but players could add kits of their own which they prefer ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Anyway, why do they spend time/effort dealing with items they only intend sell.
They don't want to do it and don't need to do it either. Or maybe they do feel the need to do it? (in my opinion unnecessarily so).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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Here's a well-written essay on a somewhat related topic that offers some insight into why many players despise selling games: http://www.designer-notes.com/?p=369
To summarize the bit that applies to the current discussion, optimal gameplay is mandatory for many players. These are players that approach a game as a puzzle to which an optimal solution must be found. These are players for whom discovering an exploit or cheesy tactic destroys all fun, since they have discovered an optimal solution for the puzzle which removes challenge, and that solution cannot be undiscovered. Selling carefully and frequently certainly isn't an exploit or cheesy tactic, but it is optimal gameplay and therefore mandatory for a certain (very common, I suspect) type of player. Many of these players don't even realize that their optimal gameplay is less fun than it could be until the rules change, and suddenly something they had previously felt compelled to do is no longer possible.
It's like shedding a set of iron shackles.
Those that don't approach games this way probably don't even realize the existence of the mindset I just described, and are thus mystified when they hear for people calling for the abolition of selling. They say, "if you don't like it, then don't do it!" It doesn't work that way for the mandatory-optimization players. They pit their wits against the rule set as it exists, and they have to do their best. If something isn't fun, but it gives them an edge, they'll do it.
To make these mandatory-optimization players happiest, developers should strive to make optimal gameplay align perfectly with fun gameplay. This is exactly what the no-selling game does.Comment
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Thanks for your reply, Susramanian. This explains a lot. I am surely not one of those optimal gameplay persons, at least not in that sense. That is, I believe (maybe fooling myself) that my game-style is optimal in some other sense.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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Here's a well-written essay on a somewhat related topic that offers some insight into why many players despise selling games: http://www.designer-notes.com/?p=369
To summarize the bit that applies to the current discussion, optimal gameplay is mandatory for many players. These are players that approach a game as a puzzle to which an optimal solution must be found. These are players for whom discovering an exploit or cheesy tactic destroys all fun, since they have discovered an optimal solution for the puzzle which removes challenge, and that solution cannot be undiscovered. Selling carefully and frequently certainly isn't an exploit or cheesy tactic, but it is optimal gameplay and therefore mandatory for a certain (very common, I suspect) type of player. Many of these players don't even realize that their optimal gameplay is less fun than it could be until the rules change, and suddenly something they had previously felt compelled to do is no longer possible.
It's like shedding a set of iron shackles.
Those that don't approach games this way probably don't even realize the existence of the mindset I just described, and are thus mystified when they hear for people calling for the abolition of selling. They say, "if you don't like it, then don't do it!" It doesn't work that way for the mandatory-optimization players. They pit their wits against the rule set as it exists, and they have to do their best. If something isn't fun, but it gives them an edge, they'll do it.
To make these mandatory-optimization players happiest, developers should strive to make optimal gameplay align perfectly with fun gameplay. This is exactly what the no-selling game does.takkaria whispers something about options. -more-Comment
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OK ending my part of this discussion, I just want to say that I realize now that the selling part of Angband is not favorable to some (most?) players, although it's still hard to believe, but that's just projection from my part.
I guess I could characterize myself as a VLS-person, as in Very Little Selling. But that little selling I do, I like.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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- FrankComment
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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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That is only because you think of selling as the way to get gold. When you break that association - and start to value gold drops and the increased value of the no-sell gold drops - then you won't have that reaction.Comment
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I think Relic and DOS have a point here, reinforced by Susramanian's blurb. I was never a compulsive seller, but every once in a while, I'd need gold so I'd sell stuff, sometime even useful stuff. I like no selling, but I could play with selling too, without it ruling my world.
It's possible they just don't see the need for no selling because selling was never first and foremost. The fact that gold drops were exaggerated to compensate for no selling makes it's widespread acceptance somewhat tainted.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
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