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Old August 22, 2013, 08:29   #1
Antoine
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How to get rid of the no-selling option

1. Create a 'gold multiplier' variable. Set it to e.g. 2.
2. When the player sells something, make the 'gold multiplier' smaller (but never less than 1)
3. When the player goes a long time without selling anything, make the 'gold multiplier' bigger (but never more than e.g. 3)
4. Whenever gold is created, multiply the amount by the 'gold multiplier'
5. Remove 'no-selling' as an option.

A.
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Old August 22, 2013, 08:35   #2
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Intriguing. I wonder if players could game the system, though, by selling only things of high value, and very rarely, so as to keep the gold multiplier high?
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Old August 22, 2013, 08:37   #3
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Quote:
Originally Posted by ekolis View Post
Intriguing. I wonder if players could game the system, though, by selling only things of high value, and very rarely, so as to keep the gold multiplier high?
I'd be cool with that.

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Old August 22, 2013, 08:43   #4
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Uh, I'd probably make one further change, which would be that selling unidentified items does not reduce the gold multiplier. Thus, selling could still be used for consumables identification.

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Old August 22, 2013, 08:54   #5
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I have a simpler solution: Remove the no-selling option, leaving it "true". "Sell" becomes "Identify" in the store interface.
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Old August 22, 2013, 09:02   #6
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Why do you want cheap, risk-free identify? Doesn't identify by use of consumables interest you at all as a subgame? How about an option to auto-identify everything instead?
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Old August 22, 2013, 09:33   #7
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Quote:
Originally Posted by AnonymousHero View Post
I have a simpler solution: Remove the no-selling option, leaving it "true". "Sell" becomes "Identify" in the store interface.
That's a bad solution, because some people like to be able to sell stuff for money and would dislike the change.

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Old August 22, 2013, 09:37   #8
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Originally Posted by Mikko Lehtinen View Post
Why do you want cheap, risk-free identify? Doesn't identify by use of consumables interest you at all as a subgame?
Personally, I don't like consumables-ID subgames in *bands. Works better in Nethack.

That's just me though.

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Old August 22, 2013, 10:07   #9
Timo Pietilš
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Quote:
Originally Posted by Antoine View Post
1. Create a 'gold multiplier' variable. Set it to e.g. 2.
2. When the player sells something, make the 'gold multiplier' smaller (but never less than 1)
3. When the player goes a long time without selling anything, make the 'gold multiplier' bigger (but never more than e.g. 3)
4. Whenever gold is created, multiply the amount by the 'gold multiplier'
5. Remove 'no-selling' as an option.

A.
Currently "no-selling" means that that you get nothing from selling stuff. If you remove that you are not talking about no-selling. As such this proposition can't replace that option.
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Old August 22, 2013, 10:08   #10
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Quote:
Originally Posted by Antoine View Post
Personally, I don't like consumables-ID subgames in *bands. Works better in Nethack.
I'd like to see (or code?) a patch that removed all unnecessary tedium (like id, eating, oil, digging for gold) and replaced it with increased difficulty level and/or reduced drops, just to be fair.
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