Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old February 7, 2009, 23:43   #1
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
Question How many turns do you "lose" when recalling back to town?

like the title says, i was wondering if it's just me or there are others that take an enormous amount of turns in town the first 2-3 times they recall back - around 10000 happened to me once!

this is mainly because i'm very short on cash and have to make more than one trip between shops because i can't afford the ?ID i need to identify everything, or because in order to buy that _TelSelf i have to go sell a bunch of different stuff in various shops, etc

(another main cause seems to be because i forget to resupply on ?WoR, but that's just me i imagine, once i lost a char because of that )

btw, i'm playing 3.1.1 r1229 right now, and i really like the little improvements, keep up the good work! us silent players might not say it often, but we really appreciate the constant development and effort that goes into it.
bebo is offline   Reply With Quote
Old February 7, 2009, 23:57   #2
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
Pete Mack is on a distinguished road
If you are a reasonably high level caster, it is often more efficient to get around town via teleport self--certainly if you need to get to the other end of town.

But yes, 10K turns is easy to burn in town if you make a couple trips around. I try to recall when I am way down on HP or SP, or the nearest down stairs is off the map. It saves a few moves, at least.

Last edited by Pete Mack; February 8, 2009 at 00:13.
Pete Mack is offline   Reply With Quote
Old February 8, 2009, 00:47   #3
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Quote:
Originally Posted by bebo View Post
like the title says, i was wondering if it's just me or there are others that take an enormous amount of turns in town the first 2-3 times they recall back - around 10000 happened to me once!
I wonder how much resistance there would be to activity in town not costing any turns. IIRC, you can't sell spell-branded arrows, so that abuse is out. The only obstacle I can think of is spamming ?blessing and the like so you don't have to cast or read the spell during your trip in the dungeon - but it seems that action should be disallowed on its own. Any other objections to turn-free towns?


Quote:
btw, i'm playing 3.1.1 r1229 right now, and i really like the little improvements, keep up the good work! us silent players might not say it often, but we really appreciate the constant development and effort that goes into it.
Couldn't agree more. I'm almost of a mind to say that I'm more enthused by the improvements from 3.1.0 to 3.1.1 more than those from 3.0.9b to 3.1.0.
__________________
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev
Donald Jonker is offline   Reply With Quote
Old February 8, 2009, 01:25   #4
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
Pete Mack is on a distinguished road
Why town should cost time:
1. borg-style town scumming for cash should take time.
2. Casting useless spells for EXP should take time.
3. Resting for SP/HP should always require time.
4. There should be some reward for not returning to town so often, even if that reward is just a modest turncount.

Note that scumming branded ammo is no longer time-expensive, because the max fail rate is 50%. Probably such ammo should be discounted 90% in the stores, but it really doesn't matter unless there are speed boots for sale. (And even then, you would fill the weaponsmith with arrows before you could afford the boots.)
Pete Mack is offline   Reply With Quote
Old February 8, 2009, 02:17   #5
zaimoni
Knight
 
zaimoni's Avatar
 
Join Date: Apr 2007
Posts: 590
zaimoni is on a distinguished road
My turncount in town dropped considerably once I started screenshotting/screendumping each store the first time I entered it on each visit to town. (Gven how many other ways @ has eidetic memory where the player doesn't, I think of this as just completing the UI.)

If I don't rest to regain hp or mana, and don't use exploits like the "prayer wheel", I should be able to spend no more than 400 moves in town with careful planning.

("prayer wheel"/"rosary"/....: build up ~9900 normal-speed turns of Bless before recalling into the dungeon. Without regenerate, ~28 mana as a priest or ~42 mana as a paladin. Also viable with Protection from Evil at relatively low level (20's) with regenerate intrinsic.)
zaimoni is offline   Reply With Quote
Old February 8, 2009, 09:30   #6
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
Quote:
Originally Posted by Donald Jonker View Post
The only obstacle I can think of is spamming ?blessing and the like so you don't have to cast or read the spell during your trip in the dungeon
Quote:
Originally Posted by zaimoni View Post
If I don't rest to regain hp or mana, and don't use exploits like the "prayer wheel", I should be able to spend no more than 400 moves in town with careful planning.

("prayer wheel"/"rosary"/....: build up ~9900 normal-speed turns of Bless before recalling into the dungeon. Without regenerate, ~28 mana as a priest or ~42 mana as a paladin. Also viable with Protection from Evil at relatively low level (20's) with regenerate intrinsic.)
I always thought recasting these spells when active simply reset the duration counter, with the exception of haste which if repeatedly recast had absolutely no effect - I suppose I missed something pretty big, huh? How exactly does the mechanic work? What's this "prayer wheel" trick?

I'm always hungry for techniques that increase my survival chance
bebo is offline   Reply With Quote
Old February 8, 2009, 17:19   #7
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
Pete Mack is on a distinguished road
@bebo -
Haste self (or speed magic item) gives an additional 5 turns if you are already hasted.
All other buffing spells are completely accumulative.
Pete Mack is offline   Reply With Quote
Old February 8, 2009, 17:31   #8
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,060
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by zaimoni View Post
My turncount in town dropped considerably once I started screenshotting/screendumping each store the first time I entered it on each visit to town. (Gven how many other ways @ has eidetic memory where the player doesn't, I think of this as just completing the UI.)
Agreed. Given the recent suggestion that the contents of the home should be part of the knowledge menu, the last-seen inventory of each other shop could also be there. Obviously it would have changed by the time you recall, but I still think it would be worth adding. Just means adding another knowledge menu item - "Contents of stores/home".
Magnate is offline   Reply With Quote
Old February 8, 2009, 17:33   #9
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
All other buffing spells are completely accumulative.
wow, this seems really abusable with Tenser's Transformations if you have regeneration
bebo is offline   Reply With Quote
Old February 8, 2009, 17:45   #10
PaulBlay
Knight
 
Join Date: Jan 2009
Posts: 657
PaulBlay is on a distinguished road
Quote:
Originally Posted by bebo View Post
wow, this seems really abusable with Tenser's Transformations if you have regeneration
It seems really abusable fullstop.

Would there be howls of anguish if it was changed so that the times are _not_ additive? (Maybe make it an option?).
PaulBlay is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
I finally understand how diving quicker can be "safer" Wraitheist Vanilla 13 September 19, 2008 17:25
Quick Diving versus "Recommended Depths" Wraitheist Vanilla 14 May 4, 2008 08:12
Blast! Killed by a "summon monster" trap Wraitheist Vanilla 10 April 27, 2008 18:36
[Norseband] Help needed with "silly" time messages ISNorden Variants 2 April 4, 2008 21:06
Roguelike idea from "Lost Magic" DS game - Mr. @ teaches typing! ekolis Idle chatter 10 October 19, 2007 03:25


All times are GMT +1. The time now is 04:57.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.