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#11 |
Swordsman
Join Date: Sep 2013
Posts: 477
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#12 | ||||||||||
Rookie
Join Date: Sep 2015
Posts: 14
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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. Quote:
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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. Quote:
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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. Quote:
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And the rational approach against thieves, is to leave one's valuables somewhere safe. Quote:
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![]() Anyhow, this all seems to fall under the category: don't feed the trolls.. ![]() Quote:
Last edited by Calandor; September 30, 2015 at 08:18. |
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#13 | |||
Swordsman
Join Date: Sep 2013
Posts: 477
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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. Quote:
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. Quote:
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#14 | |
Rookie
Join Date: Sep 2015
Posts: 14
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#15 | |
Rookie
Join Date: Sep 2015
Posts: 14
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#16 |
Adept
Join Date: Jun 2012
Posts: 239
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Slightly off the main topic but this is not true. The amount of HPs and SPs you character has after maxing out INT, CON and level does not depend on the INT and CON you had when leveling up. IIRC the game makes all the rolls for SP and HP gain at character creation, so already at this point the exact amounts of HP the char is going to have with a given amount of CON at a given level is fixed.
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#17 | |
Swordsman
Join Date: Sep 2013
Posts: 477
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Remind me why they, or anyone on this forum, should be inclined to help you? |
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#18 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,083
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If you change that slightly to "remove gold stealing thieves" I'm tempted to agree. Replace them with item-stealing thieves. Gold theft is annoying, but not much else. Item theft OTOH can be really bad, which increases tactical depth of the game making thieves something that requires different approach than rest of the monsters.
Smeagol would need tweaking, because invisible, fast, bazillion HP monster that appears so soon that you can't possibly kill it that steals items would be way too annoying and dangerous. |
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#19 | |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 39
Posts: 769
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In many years of playing, there have been maybe a small handful of times where I had surplus gold early in the game, with no real thing to buy and bad dexterity. A very rare combination. But, by all means, code it!
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#20 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,340
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This is a really good thread.
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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