Does this exist, as an option? If items can be stored, why not gold? Or is the idea to just invest in an expensive item, then sell it later, to avoid wormtongue, smeagol, and the other thieves in the dungeon? Ty.
The Ability to Drop Gold in Player-Home
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Probably because gold is mostly useless in Angband. It's not like you're gonna buy your endgame gear from shops, but mostly find what you'll need. Start playing ironman games, and you'll see why gold is pretty much useless...
In multiplayer Angband, you get a command to drop gold, mainly because items can be traded between characters, so your 1M gold pieces you get at level 50 can be used to buy some nice boots of speed +10 if you don't have any, or a deep book, or even an artifact. In single player game, once you've passed the point of buying CCWs and recall scrolls, you can pretty much squelch gold.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! -
As for thieves, if you kill them before leaving the level, they'll drop the gold they stole. It's not usually worth going out of your way to do so, though. Honestly the gold theft is far less annoying than the fact that the monster teleports away afterwards.Comment
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Gold rarely means much.
[Spoiler] DEX 18/150 and above stops theft completely.Comment
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So this leads to avoiding the thieves, (at least until a specific char-level) -- but they seem to resurface on every level, and are a constant annoyance in the background, glomming certain rooms in given levels; etc.
'Probably because gold is mostly useless in Angband. It's not like you're gonna buy your endgame gear from shops, but mostly find what you'll need.'
I usually play these types of games by just finding everything, but all guides for angband seem to indicate that this may not be the wisest idea: that instead, specific powers and resistances are useful; even essential, especially for newer players to this specific variant.
[Spoiler] DEX 18/150 and above stops theft completely.
At some point, once I learn what monsters are safe and so on, (and once the minimal requirements for gear are more apparent), I'll probably try 'rushing' new characters to DLs 30/32, so as to gain the maximal benefit from said potions.
Some monsters steal items. That's a lot more annoying, and potentially even dangerous
Start playing ironman gamesLast edited by Calandor; September 30, 2015, 00:37.Comment
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I've had the same thought as you regarding gold deposit in the home. I think it would be a logical inclusion for the house, regardless of whether this is optimal play or not. There have been a few times that I wish I had that option myself. Don't hold your breath for it to be included, however.
Since there isn't really anything to buy to resell that is worth anything, I just buy potions/scrolls that will more than likely be useful down the road. I fall on the 'digital hoarder' side of the fence on this one. Any option to cram more stuff in my backpack or home I'm for. I think I still have a six pack of ale in Galadriel's mirror come to think of it... be back in a few hours...You are on something strangeComment
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regardless of whether this is optimal play or not.
I've had the same thought as you regarding gold deposit in the home. I think it would be a logical inclusion for the house, regardless of whether this is optimal play or not. There have been a few times that I wish I had that option myself. Don't hold your breath for it to be included, however.Comment
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This is an old idea. Turn the "No selling" option on, and you'll get more gold than you could possibly ever use. You'll be tripping back to town far less often as well.Comment
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The problem with allowing gold deposits at the home is that it vastly neuters thieves in the dungeon, because no sane player would ever go into the dungeon with more than 0 gold in their wallet. It also means that every time you go to town you have to start with going to the home to withdraw your cash, and end with going to the home to deposit said cash again.
You might as well just change the game so thieves can only steal the money you've found since you last went to town...but that in turn incentivizes returning to town frequently, which is exactly the opposite of what the devs have been aiming towards in the last few versions.Comment
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This is all potentially true in theory, but in reality one returns to town when one's inventory space or weight is exhausted, to sort through things, and sell excess junk. This is true of every game, save the very brief. While in town, it makes no sense not to leave gold there as well.
So ultimately the presence of thieves, makes little to no difference here.
The problem with allowing gold deposits at the home is..
The problem with allowing gold deposits at the home is that it vastly neuters thieves in the dungeon, because no sane player would ever go into the dungeon with more than 0 gold in their wallet.
The basic point, though, is that being unable to store gold in town, doesn't make sense, where one can already store items in town: it's inconsistent. On returning from the dungeon, the adventurer would, according to reason, drop everything somewhere convenient, and travel light.
Also, the inability to store gold, actually encourages investment in relatively unneeded items, merely to safeguard one's 'hoard', so to speak -- hence, more time spent in town in determining which items to invest it, and so on: more time spent in town.
The problem with allowing gold deposits at the home is that it vastly neuters thieves in the dungeon, because no sane player..
The problem with allowing gold deposits at the home is that it vastly neuters thieves in the dungeon, because no sane player would ever go into the dungeon with more than 0 gold in their wallet.
By contrast, being unable to store gold, merely encourages avoiding thieves altogether -- and hence, refusing to take risks in the dungeon, because one's entire savings are continually at stake, rather than the mere accomplishment of an hour.
exactly the opposite of what the devs have been aiming towards in the last few versions'
This is an old idea.
This is an old idea. Turn the "No selling" option on, and you'll get more gold than you could possibly ever use. You'll be tripping back to town far less often as well.
And the rational approach against thieves, is to leave one's valuables somewhere safe.
This is an old idea. Turn the "No selling" option on, and you'll get more gold than you could possibly ever use. You'll be tripping back to town far less often as well.
Here's a crazy idea: Remove everything but Sauron and Morgoth. In fact, who needs Sauron, remove him too.
Anyhow, this all seems to fall under the category: don't feed the trolls..
Here's a crazy ideaLast edited by Calandor; September 30, 2015, 08:18.Comment
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This is a case where "the devs" have put a lot of thought into whether following the tropes of the genre is worth it for the game, and decided that it isn't.
Part of the problem you're facing is that you have the idea that the point of the game is to kill everything. It isn't. The point is to defeat Morgoth. Anything else along the way is an optional challenge. Smeagol's invisibility, speed and thievery are extremely hard for the level of character that finds him at his native depth. If you combat him deeper in the dungeon, after having gained levels, equipment and see invisible, he's very easy to beat. The challenge is to work out if he's worth fighting at his native depth (the answer is usually no, he's not worth it) or avoid him.
An extreme example of the fight or flight conundrum is Kavlax. Trying to face Kavlax at his native depth is almost always suicide. He is a vastly more dangerous opponent than anything you'll have encountered to that point. You don't have to beat him to progress.
As to thieves, I find that only Smeagol and novice thieves can actually take gold from me when playing. As I travel down further, I've progressed to the point that nothing can steal from me (except maybe Harowen the Black Hand, but he's a different level of annoyance) before I've dispatched them. Even then it'll probably only be the first novice thief that I find awake. Take them out with ranged attacks (pebbles, oil, arrows or spells) and they can't reach you to grab anything. Keep your stealth high and they won't be awake to move first. Keep your speed at +0 or above and they'll spend minimum time in damaging range. If you can't kill them before they take your gold, avoid them for now. There are infinite monsters in the dungeon to gain experience for killing.
I considered that, but am unused to just dropping items when out of space, rather than selling them: it's a little counterintuitive. At least if they're sold, they can be bought back, for a brief period, assuming a mistake in initial calculation, ('I actually needed the boots of [+n,+m]'). Drop an item, and it's gone forever.
Not only will you not regret dropping the item, but you'll find you've spent more playing time doing the things that draw us to Angband, like fighting monsters and gaining more powerful loot, and less time staring at your inventory screen and the town. The extra gold from drops and buried treasure is more than enough for you to be able to buy your supplies.
Yes, the ability to store gold in the player-home, is equivalent to 'removing Sauron'.Comment
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You might as well just change the game so thieves can only steal the money you've found since you last went to town...but that in turn incentivizes returning to town frequently, which is exactly the opposite of what the devs have been aiming towards in the last few versions.Comment
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I've had the same thought as you regarding gold deposit in the home. I think it would be a logical inclusion for the house, regardless of whether this is optimal play or not. There have been a few times that I wish I had that option myself. Don't hold your breath for it to be included, however.Comment
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