Its called character building.
The old way appears to be more about developing your character, training him, building a knowledge of the items (and the creatures). So if he came across the same kind of thing again he would know it and be able to identify it himself. But the realism was all about discovering something for the first time... the headscratching decision of what u do with an unexamined item.
To me that just seems more in line with the immersion old Angband was trying to achieve. That adventuring feel that u were in a real fantasy world.
Having fantasy shopkeepers who both buy and sell is also more immersive imo.
If theres an issue of gaining too much gold too early in the game then cap the gold that each vendor has in his pocket, the same as Skyrim has. That would limit the amount of items u can sell.
I guess im just surprised at the change to the game since i last played it. It appears to have gone down a different road than i expected...
The old way appears to be more about developing your character, training him, building a knowledge of the items (and the creatures). So if he came across the same kind of thing again he would know it and be able to identify it himself. But the realism was all about discovering something for the first time... the headscratching decision of what u do with an unexamined item.
To me that just seems more in line with the immersion old Angband was trying to achieve. That adventuring feel that u were in a real fantasy world.
Having fantasy shopkeepers who both buy and sell is also more immersive imo.
If theres an issue of gaining too much gold too early in the game then cap the gold that each vendor has in his pocket, the same as Skyrim has. That would limit the amount of items u can sell.
I guess im just surprised at the change to the game since i last played it. It appears to have gone down a different road than i expected...
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