Rod of Trap Location {unseen}

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  • Werbaer
    Adept
    • Aug 2014
    • 182

    #16
    Originally posted by fph
    I don't see why delaying the decisions should improve things. The contents of the shops and of the "8" home are accessible through the knowledge menu, so the player has the same information in the dungeon as in the town.
    AFAIK you see the content of the shops the last time you visited them. There may be new interesting items now.

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    • Carnivean
      Knight
      • Sep 2013
      • 527

      #17
      Originally posted by Werbaer
      AFAIK you see the content of the shops the last time you visited them. There may be new interesting items now.
      That's correct. On the other hand, the update period is pretty long, and there aren't that many things in shops that a mid- or end-game character would want.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #18
        Originally posted by quarague
        To me the advantage of no sell lies in the items you carry around with you. With selling, you will dedicate some inventory slots to items that are valuable to shop keepers but entirely useless for your character. This leads to difficult decisions whether to keep an item that is useful under some rare circumstances or rather ditch it and carry a for sale item. With no sale on you only carry items that may be useful to your character. Hence no sale characters have better survival chances.
        Same here:

        With no selling you find yourself using items that you would otherwise consider to be waste of inventory space, because who would carry wand of MM if you have expensive (but inferior to your current) Weapon of Westernesse to sale. With no selling wand gets a use, and westernesse gets ditched. Inventory management gets a lot easier.

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        • AnonymousHero
          Veteran
          • Jun 2007
          • 1393

          #19
          Originally posted by quarague
          To me the advantage of no sell lies in the items you carry around with you. With selling, you will dedicate some inventory slots to items that are valuable to shop keepers but entirely useless for your character. This leads to difficult decisions whether to keep an item that is useful under some rare circumstances or rather ditch it and carry a for sale item. With no sale on you only carry items that may be useful to your character. Hence no sale characters have better survival chances.
          Exactamundo! Nailed it. This is why I'm a huge fan of no_selling. (I'm mildly OCD about these things, so I'd also even try to "optimize" which of the for-sale items to keep when I found another for-sale item at shallow levels when everything isn't worth 25/30k. Ridiculous, I know, but... ~OCD.)

          Comment

          • mushroom patch
            Swordsman
            • Oct 2014
            • 298

            #20
            Things that are bad:

            exploring levels
            selling things
            gnomes
            doing the same level more than once when its depth is < 73
            being slow due to encumbrance (smdh)

            Things that are good:

            detection rods
            ignoring level feelings
            using stairs to go up/down
            green eggs and ham

            Comment

            • MattB
              Veteran
              • Mar 2013
              • 1214

              #21
              Originally posted by mushroom patch
              Things that are bad:

              exploring levels
              selling things
              gnomes
              doing the same level more than once when its depth is < 73
              being slow due to encumbrance (smdh)
              I agree with three of these things.
              (One of which is only because I'm not good enough to play gnomes.)
              And why exactly dlvl73?

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              • mushroom patch
                Swordsman
                • Oct 2014
                • 298

                #22
                It's a typo. It was supposed to say 76.

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1214

                  #23
                  Originally posted by mushroom patch
                  It's a typo. It was supposed to say 76.
                  Oh well, that makes perfect sense then.

                  Comment

                  • luneya
                    Swordsman
                    • Aug 2015
                    • 279

                    #24
                    The only one of that list of bad things I'd agree with is the selling point.

                    Exploring levels: well, it's a waste of time for boring levels, but you need to do some of it or you'll quickly find yourself facing deadly foes without decent equipment. The level feelings are a helpful guide to deciding when to explore, though they could stand to be improved. Anyway, you don't always have a choice; there have been plenty of times when I had to explore nearly all of a level before finding a down-stair.

                    Gnomes: Tolkien purists might dislike them (and the kobolds) for lacking authenticity, but gnomes are a perfectly playable race. The useless option is human.

                    Replaying levels: Unless you turn on force descent, you'll have to repeat every time you use WoR, half the time that you use teleport level as an escape, etc. Diving quickly through the repeated depth is an option, but it's not always wise. Perhaps the repeat visit to the depth contains an artifact, or even a vault. Make your dive/explore decision exactly as you would on your first visit to a level.

                    Encumbrance: Obviously it's a bad thing, but a point or two of speed loss won't cause too much harm, especially if you have speed-boosting gear to offset it. I wouldn't normally go burdened for extended periods, but if you need to hold onto a heavy piece of gear for a few turns while waiting for pseudo-id to kick in, go ahead and do that. And if the gear proves useful, you can take time to finish whatever else you need to do on that level before recalling to stash it.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      #25
                      Originally posted by luneya
                      .... The useless option is human.
                      I actually like playing human @'s quite a lot. They level up so quickly.
                      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #26
                        Originally posted by luneya
                        Gnomes: Tolkien purists might dislike them (and the kobolds) for lacking authenticity, but gnomes are a perfectly playable race. The useless option is human.
                        Elves and half-elves are way worse than humans. Only real weak point of humans is lack of infravision.

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