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#1 |
Scout
Join Date: Apr 2008
Location: Singapore
Posts: 31
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Functional purpose of town map?
Not sure if this been brought up before, but
Whats the functional purpose of the town map besides: 1. Farmer Maggot 2. Flavour / atmosphere 3. Legacy / tradition 4. Annoying you with useless mobs that can kill you at level 1 if you're not careful/noob, or getting money/items stolen from you 5. Annoyingly running around to the various shops to browse/shop I have restarted games simply because of the initial town layout, if the stairs are too far away from some of the shops (8home, 7BM, 5pots) Suggestion to create an option for a menu based town for quicker navigation and buying/selling. Is this a ticket in v4? Thanks for hearing me out ![]() |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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So in other words, you want this map?
Code:
####### #.....# <-- Space for townspeople to spawn ###:### #..>..# #.123.# #.4#5.# #.678.# #.....# ####### |
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#3 |
Apprentice
Join Date: Oct 2010
Location: Sweden
Posts: 76
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Everything optimal and no annoyances, eh?
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#4 |
Swordsman
Join Date: Nov 2008
Posts: 434
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Just put in a super wal-mart and the stairs! That's all we need
![]() For the record I like having the town although the layout is sometimes annoying.
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#5 |
Scout
Join Date: Apr 2008
Location: Singapore
Posts: 31
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Actually, I was thinking of no map at all;
Simply a menu where I can 1-8 and enter the corresponding store, or choose to > into the dungeon. I realise there are other functional purposes to the town map: - It's a safe map; therefore it allows safe experimentation, such as casting unknown spells for xp, using unId'ed items, visualising extent of light radius during the night cycle, for new players allows testing out spells and items, and perhaps others meta elements (Day/night cycle is mostly for flavour I assume? Is there any functional purpose to it? Other than being annoying) - Hunger/Poison is still active in town; it's possible to recall out from a heavily poisoned situation and die 1 step from the '5' shop - is this really intended? Suggest to: - Retain the map for flavour and experimentation - Option to enter a town menu, for easier navigation Possibly: - Full hp/mp/satiation, fully cured in town - Farmer maggot shifted to dlvl 1 Last edited by bunnies; December 24, 2011 at 16:07. |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Honestly I think that the flavor and utility value of the town is high enough that a menu system isn't warranted. The only issue with the town is that townspeople disturb your running; it's easy to make an option that turns that off, but Takkaria didn't like adding new options. Of course, he's not in charge any more...
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#7 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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If I were in charge, I'd address comments like this by making the town slightly more dangerous overall, maybe the aimless merchant is packing a wand of stinking cloud, and a lot more dangerous in specific (random) situations. You know, the town folk will occasionally be ravaged by a horde of orcs or zombies. That's probably why I'm not in charge of much.
These are NOT serious suggestions (for V), not that I wouldn't seriously consider them.
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#8 | |
Scout
Join Date: Apr 2008
Location: Singapore
Posts: 31
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![]() Quote:
I wasn't thinking of removing the town entirely, more of an optional 'super-menu' where all the town services can be easily accessed. The main annoyance for me isn't so much the mobs, it's really about the hassle of running to the various shops buying stuff, and checking out the BM's inventory every so often. BTW, how updated is ~ -> Display contents of [shop]? Does it update when I'm in the dungeon? Or when I enter town? Or when I enter the particular shop? Thanks ![]() |
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#9 | |
Knight
Join Date: May 2007
Location: US
Age: 46
Posts: 730
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Quote:
I believe FAangband has this option already discovered it by mistake I think by hitting a ~ key i think in town, keeps you from having to enter the shops.Regarding shopping by lists. |
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#10 | |
Angband Devteam member
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Quote:
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