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Old September 30, 2015, 03:29   #11
Carnivean
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Originally Posted by Calandor View Post
I've decided to 'clear' a single level, then port back, after every level, and see how this works out.

The typical problem I had before was that I'd redescend each time, then become lured by what seemed 'interesting levels'; tempted to explore. This implied quite slow progress through the dungeon, and probably a lot of junk which reduced movement-speed, (hence, constant decisions of what to keep, and what to drop; unnecessarily slow play in all senses).
Very slow play. With "No selling" on, you'll stop bothering with the inventory decisions. You take what you can use, and leave everything else. You get increased gold in the dungeon to (more than) compensate for the loss of income selling trash to shops. You'll soon be going down multiple levels between recalls, saving you hours and hours of gameplay time.
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Old September 30, 2015, 08:25   #12
Calandor
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Originally Posted by Carnivean View Post
Very slow play. With "No selling" on, you'll stop bothering with the inventory decisions. You take what you can use, and leave everything else. You get increased gold in the dungeon to (more than) compensate for the loss of income selling trash to shops. You'll soon be going down multiple levels between recalls, saving you hours and hours of gameplay time.
No, this would just make it worse, ultimately, as it implies continual inventory decisions, rather than the ability to delay them, and confine this process to town. Usually new players have no idea what items they need or can leave, so it's necessary to take a breather in town, then look up any improved or magical items, and their possible uses, before deciding what to keep; and so on.
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Old September 30, 2015, 09:19   #13
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Originally Posted by Calandor View Post
No, this would just make it worse, ultimately, as it implies continual inventory decisions, rather than the ability to delay them, and confine this process to town. Usually new players have no idea what items they need or can leave, so it's necessary to take a breather in town, then look up any improved or magical items, and their possible uses, before deciding what to keep; and so on.
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.
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Old September 30, 2015, 09:56   #14
Carnivean
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Originally Posted by Calandor View Post
No, this would just make it worse, ultimately, as it implies continual inventory decisions, rather than the ability to delay them, and confine this process to town. Usually new players have no idea what items they need or can leave, so it's necessary to take a breather in town, then look up any improved or magical items, and their possible uses, before deciding what to keep; and so on.
This does not make it worse. This isn't just my opinion, this is the opinion of 90+% of the players that have given feedback, including players of all levels of experience.

It's a simple choice: Is this piece of gear that I've found better than the one I'm currently using? If yes, use and discard the previous item. If no, then discard the new item. The only time you need to go to town is to restock certain potions or scrolls should the dungeon not supply enough.

Your system is to gather everything on the level, unless your inventory is full, then you work out the least valuable item, drop it, pick up the new item, then take them all to town and compare each item against all of the rest and sell the rest. Then you travel down to the same level and clean it again. You only progress to the next level if you have room in your inventory.

The new and improved system is better than the old system. It simplifies decisions and reduces the time wasted on trips to sell items.
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Old September 30, 2015, 10:25   #15
quarague
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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.
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Old September 30, 2015, 10:50   #16
Werbaer
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Originally Posted by fph View Post
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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Old September 30, 2015, 11:23   #17
Carnivean
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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.
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Old September 30, 2015, 12:47   #18
Timo Pietilä
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Quote:
Originally Posted by quarague View Post
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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Old September 30, 2015, 20:44   #19
AnonymousHero
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Quote:
Originally Posted by quarague View Post
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.)
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Old September 30, 2015, 21:14   #20
mushroom patch
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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
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