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View Poll Results: What is your opinion on no_selling? | |||
I enjoy not having to think about money. |
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34 | 60.71% |
I'm divided -- I play a little bit of both. |
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7 | 12.50% |
I like to lug loot to town and sell it the way it has always been. |
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15 | 26.79% |
Voters: 56. You may not vote on this poll |
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#31 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 542
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thut id chime in here,
when first no selling was made default, i was at first upset and refused to play with it, after some time i tried it and havnt looked back, i think it just makes the game more convenient not having to sell,, still yet to play new version ( havnt played since 4,1,3) but assuming these feelings would still apply !
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#32 | |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 960
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Quote:
Anyhow, you'll find that for many of these things the process is not as formal as one thinks. Like many open source projects, it thrives thanks to a lot of volunteer work, a community that provides good feedback and some development work, a 'benevolent dictator' maintainer that takes bold but appreciated decisions, and many separate variants that test new gameplay ideas so that one can always answer "if you don't like it, make your own variant". ![]() EDIT: and if you are interested in the history and success of roguelikes, a good read is the book "Dungeon hacks". It includes a chapter about Angband, with plenty of input from one of Angband's previous maintainers.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#33 | |
Rookie
Join Date: Dec 2020
Posts: 15
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Quote:
As within many open source projects, there is also a clear underpinning as a meritocracy. Contributors are giving their most valued possession: time. I see it has taken a village to raise this codebase and those who roll up their sleeves and pitch in are respected for their work with their opinions reflecting that respect. I am also a fan of respectful meritocracies. So far, it seems this is a transparent community welcoming to newcomers with a long history respecting the merits of its contributors and led by a string of benevolent maintainers. And thanks most recently to Nick "the butcher" ![]() I still have a lot more to play, read, and learn. |
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#34 |
Knight
Join Date: Oct 2019
Posts: 941
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I'm starting to wonder if the preference for no_sell is because it makes the game easier. I wonder if the cash multiplier was dropped from 5x to 3x how the opinion poll would turn out.
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#35 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 266
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#36 |
Apprentice
Join Date: Nov 2019
Location: Pasadena CA
Posts: 87
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Yeah, as has been stated before, at some point in midgame, the stores in town have nothing of interest and your gold just accumulates. Changing the rate of accumulation would be just as meaningless as the accumulated amount.
(Good thing Au is weightless.) (Don't change that!) If the multiplier is lessened and you then want to be able to afford the stuff being sold in the shops during early/mid game, then you can turn selling on. |
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#37 | |
Apprentice
Join Date: May 2020
Posts: 86
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Quote:
I just don't feel the gameplay choices introduced by selling are that interesting, particularly with the lesser impact of gold later on. Selling is more "make work", since it's basically an exaggerated bag stuffing mechanic, which I think most people agree is "not fun". There's a difference between "inventory management" that we have to deal with on a continuing basis, and the added burden of dragging junk out of the dungeon for cash monies. Because, in the end, you find you'll stumble upon something that's worth "dropping what you're doing", so you can hearth, and sell it. But even then, that's only in the early game. Later you'll stop caring completely. |
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#38 |
Knight
Join Date: Oct 2019
Posts: 941
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It would be interesting to compare the % of no_sell in the ladder vs % of no_sell in competitions, and to compare the % of no_sell on strong @s vs weak ones.
But I phrased my earlier post poorly. I should have said, "I'm starting to wonder if SOME OF the preference for no_sell is because it makes the game easier." It's obvious that easier or harder is not the only reason people choose one or the other, and probably not the main reason, either. |
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#39 | |
Apprentice
Join Date: Nov 2019
Location: Pasadena CA
Posts: 87
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Quote:
(I always just assumed this was the motivation for the existance of no_sell.) |
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#40 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 32
Posts: 261
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Im skeptical that it makes the game any easier. The staple stuff (CLW, selling back basic wandso recharge them) are so cheap that I doubt it matters if you turn on no_selling or turn it off and dont bother selling anythjng. Meanwhile, the big stuff is infrequent enough that I doubt it makes a hig difference. Sure buying a Potion of Augmentation is nice, but does it really impact the game in a major way?
You arent going to have the money to buy an early big ticket item with current no_selling, and by the time you do, you're probably already wearing something just as good Ive been playing without Recall lately, and it isnt big expensive stuff in the Black Market that Im missing, its renewable mapping and CLW potions. |
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Thread | Thread Starter | Forum | Replies | Last Post |
What's the best variant of Angband in your opinion? | ssjs | Variants | 28 | October 2, 2018 12:16 |
Poll: What is your opinion on no_selling? | Max Stats | Vanilla | 30 | June 24, 2011 11:07 |
Opinion: speed is too important (and some ideas for changing that) | Therem Harth | Vanilla | 8 | June 23, 2011 03:07 |
first go at 3.20 (!time_travel, no_selling) | aaron | Vanilla | 9 | January 24, 2011 03:12 |
Gold and no_selling | Sirridan | Vanilla | 120 | January 19, 2011 22:48 |