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Old August 12, 2009, 01:30   #1
Nick
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Squelching for gold

No, this is not WoW spam.

I have been thinking about Eddie's "No selling to shops" idea, and have a suggestion on how to balance it (as an alternative to increasing gold drops). Simply this: do dungeon generation and monster drops exactly as now, but when a squelched object is generated, replace it at the last minute by equivalent gold.

This looks like a win to me - it basically solves the Too Much Junk problem by rewarding the player for doing without items. The only disadvantage I can see is that you can't play the "Squelch stuff (like !RestoreStat) until you need it, and then unsquelch" game, and I'm not convinced that's an actual disadvantage.
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Old August 12, 2009, 01:48   #2
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Not sure I like this... the thing is, sometimes I squelch on accident or I want to unsquelch some particular item (like restore stat potions when I'm hit by a time hound and it gets past my sustain). I'd hate for squelch to be a permanent destroy.
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Old August 12, 2009, 02:21   #3
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I noticed that, once I hit a certain amount of gold and depth, money is as useless as any squelched item. That might not be the case for all classes, but for my paladin, I could buy the black market again and again trying to find something nice in it. I had everything but artifacts on squelch, and I could still make about 500k gold in under 2 hours.

So... My question would be, why do we want gold when it's not useful for anything?

If there were end-game items that cost somewhere in the order of the millions (I'd pay at least 5 million for a scroll of *Restore Artifact that some disenchantment mob brought from +30 to +29*), having even more money would help.

Perhaps as an option besides the squelch quality ones we have, a tick that'd mean "squelch to gold"?
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Old August 12, 2009, 02:35   #4
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Quote:
Originally Posted by Sergio View Post
So... My question would be, why do we want gold when it's not useful for anything?
The patch I sent to Takkaria included a "squelch money item" ability. If you step on it or run through it, you pick it up without a message or disturb, but otherwise it is unnoticed.

I think it might even help with those bugs about picking up money when blind and it gets stuck in the inventory.

Can you believe such a glorious idea wasn't incorporated into V?
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Old August 12, 2009, 02:40   #5
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http://groups.google.com/group/rec.g...654a3b2c?hl=en

has a discussion which I started regarding how to use up money by special ordering custom artifacts from the BM. Perhaps that idea can be resurrected ?
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Old August 12, 2009, 04:27   #6
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Things I would save up for and spend gobs of gold on:

1) Larger backpack

2) Larger House

3) Potions of Experience


I could easily see any of these three being high price extras that help your game along. PoXp should be on the order of 100k, so a nice 1-1 gold-to-xp ratio is obtained. Backpack and house space could be exponentially more expensive, like 1 extra spot for 100k, second spot is 200k, third is 400k, etc.
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Old August 12, 2009, 04:31   #7
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Quote:
Originally Posted by Sergio View Post
So... My question would be, why do we want gold when it's not useful for anything?
Well, it's only not useful when you have plenty. IMHO the only use for money should be to even out item collection in the early game a bit so the player is not at the mercy of chance for things like ?Recall, !CCW, books, etc. The fact that in the mid/late game you build up massive quantities of money is kind of irrelevant - at some point you have enough money, and it stops being a consideration. And looking for uses for this money is backwards logic.

So the answer to your question is this: if selling to shops is outlawed, you want more gold to make up the shortfall. This is one mechanism for providing that gold.
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Old August 12, 2009, 05:20   #8
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This idea has the benefit that early gold comes at high variance.

You never, ever sell all the stuff you find, so
you would need to discount things by a big chunk, so that things worth < 1K at dl 15 (say) don't get converted to gold, and things worth less than a scroll of Recall don't get converted at all. Also, you'd need to do something about ID and resale.

But the basic idea of ensuring a high variance for gold is good.
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Old August 12, 2009, 06:36   #9
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Quote:
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You never, ever sell all the stuff you find, so
you would need to discount things by a big chunk, so that things worth < 1K at dl 15 (say) don't get converted to gold, and things worth less than a scroll of Recall don't get converted at all.
Yes, good point - presumably items would be converted to gold at some fractional rate, the precise value of which would offer great scope for interminable discussion

Quote:
Also, you'd need to do something about ID and resale.
If there's a sufficiently good ID-by-use scheme in place, this might not be too much of a problem.
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Old August 12, 2009, 14:15   #10
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Off the top of my head...

Have shops only pay black market prices for anything better than {good} items.

Double the prices of all items for sale in any (or all) given shop, each time it is bought out. It won't solve the problem, but it couldn't hurt anything. If you can afford to buy out a shop, you can afford to pay double (or x4, x8, x16).

Modify XP awards downward by 1% for each return trip to town (maybe allow 1 free round trip per 5 DL's).

Modify XP awards downward for players with huge amounts of gold. Should limit selling and hording since you can't simply drop gold.

Make GP in excess of ??? weigh something or have a slight (irresistible) chance at stat drain (corruption by greed).

Allow players to gamble (black market) any amount of gold for a chance of winning an acquirement or *acquirement*. Of course, it would take a huge gamble in order to produce a decent chance of winning.
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