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#31 |
Knight
Join Date: Jul 2009
Posts: 525
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Ahh yes, I meant it more as a healing aide and for not-so-critical situations of course and for situations where the effects are more or less inconveniences rather than deadly right now.
Dunno though, now that I played some games with "noselling and superhomespace", I think it opened up a lot of room for me. I'd definitely gather the rods, enough of them and you could just fire em off after a phase etc. when fighting tougher mobs, saving towntrips to replenish CCW pots. And I guess it is more for the early game where you might actually not have the cash for infinite !ccw. |
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#32 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Even in the early game, would you save a single curing rod when preparing to recall knowing you could be taking home something to sell instead? I may be biased by my diving speed, but I'd expect to sell an item [say a random maul] for more money than any savings on !CCW on the next trip.
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#33 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 39
Posts: 1,516
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#34 |
Knight
Join Date: Jul 2009
Posts: 525
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I would have agreed a few weeks ago, but now that I tried a nobuying/selling type of game I think it changed my playstyle away from gather&sell, and so opened up more inventory space. Dunno, but it just feels a bit more fun to just play and not be "forced" to go up to sell so often.
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#35 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
The reason I won't ask for commit access to the V source is that I would feel obligated to remove selling entirely as my first action. But for now, early gold drops are inadequate and prices keep going up, so selling is a huge deal. |
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#36 |
Angband Devteam member
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This is precisely what I hope will happen now we've moved to git: Eddie writes a no-selling branch and fixes gold drops, and takk pulls it into mainline ...
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#37 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Thread | Thread Starter | Forum | Replies | Last Post |
Greater Vault Frequency | d_m | Vanilla | 3 | September 18, 2009 03:13 |
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