I was thinking about the Too Much Junk issue, and thinking how other games deal with it.
Often something that was slightly valuable at the start of the game, but has no value for 95% of the player experience thereafter, can be consumed to become useful again.
WoW - lets you disenchant 'junk' items to get components to enchant your non-junk items.
Card games let you take two low-level cards and fuse them into a more evolved version of that card, more powerful.
Card games let you take multiple 'junk' cards and 'feed' them into a card to increase it's level.
In theory, Angband allows you to sell junk (before no-selling) for gold, but sadly gold is mostly junk for the second half of the game. Other ideas:
None of those ideas are probably worth the time to implement, but I just wonder if there is a solution to junk that isn't simply removing it, but providing another way to get good things. It would be nice if finding a 5th dungeon spell book enabled my character to fuse them so that all the spells cast within it were now 1% less fail rate than before. Keep more loot interesting for longer...
If we had a rune-based system, removal and insertion of runes would be an obvious way to harness value from junk.
Often something that was slightly valuable at the start of the game, but has no value for 95% of the player experience thereafter, can be consumed to become useful again.
WoW - lets you disenchant 'junk' items to get components to enchant your non-junk items.
Card games let you take two low-level cards and fuse them into a more evolved version of that card, more powerful.
Card games let you take multiple 'junk' cards and 'feed' them into a card to increase it's level.
In theory, Angband allows you to sell junk (before no-selling) for gold, but sadly gold is mostly junk for the second half of the game. Other ideas:
- Allow any ego item to be consumed as a scroll of *enchant armour/weapon*
- Allow any magic device to be consumed as a scroll of recharging (maybe with no fail chance on the recharge attempt)
- Allow 5 x heal potions to be combined into a heal potion of the next power up. CLW -> CSW - > CCW -> Heal -> *Healing* -> Life
- Allow magic books to be consumed through casting any spell it contains without requiring mana (and possibly at zero fail rate).
None of those ideas are probably worth the time to implement, but I just wonder if there is a solution to junk that isn't simply removing it, but providing another way to get good things. It would be nice if finding a 5th dungeon spell book enabled my character to fuse them so that all the spells cast within it were now 1% less fail rate than before. Keep more loot interesting for longer...
If we had a rune-based system, removal and insertion of runes would be an obvious way to harness value from junk.
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