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Old March 21, 2014, 19:02   #11
OOD Town drunk
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No selling. Hands down. If anyone out there hasn't made use of this feature, it is highly recommended. And every other aspect of streamlining. I don't know if macros always existed, but I only discovered them over the last year or two. Spellcasters used to be awfully tedious.
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Old March 21, 2014, 20:39   #12
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I'll cast another vote for no selling.
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Old March 21, 2014, 22:15   #13
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The ongoing data separation from code effort by the devteam, especially the list-*.h files. Those things are awesome, no more trying to fit in an extra monster flag or option where one has been deleted.

Seriously, though, I think takkaria's decision to actually have a devteam has been the big breakthrough. It's not always plain sailing, but the rewards are immense.

Gameplay change: ID-by-use.
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Old March 22, 2014, 01:38   #14
dstyle
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auto-squelch. it's something i've wanted in this game for so long and now i can't imagine playing a game of *band without it
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Old March 22, 2014, 07:27   #15
Timo Pietilš
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Quote:
Originally Posted by Nick View Post
Gameplay change: ID-by-use.
That would be my second choice after no-selling if that would work properly. However it doesn't. After some epic fight you can easily have literally hundreds of items to ID, and ID-by-use just isn't effective enough for that. As a result game would be pretty much same without ID-by-use.

I would suggest that you (or someone) gets that rune-based ID in the game ASAP.
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Old March 22, 2014, 08:30   #16
Mondkalb
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Quote:
Originally Posted by Timo Pietilš View Post
I would suggest that you (or someone) gets that rune-based ID in the game ASAP.
Or those Rods of Identify with area effect, I think they are in one of the dev versions. They coulld be deep and rare so that they would just show up when you are in desperate need while standing amidst countless objects after cleaning out a pit or a vault.
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Old March 22, 2014, 12:57   #17
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Originally Posted by Mondkalb View Post
Or those Rods of Identify with area effect, I think they are in one of the dev versions. They coulld be deep and rare so that they would just show up when you are in desperate need while standing amidst countless objects after cleaning out a pit or a vault.
They're in the comp154 version, but not in V.
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Old March 22, 2014, 15:57   #18
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No Selling option, definitely. Not only because it improves the game so much, but because I consider it a stroke of creative game design insight. It never seemed an obvious idea or direction to go until it was presented, as far as I recall.
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Old March 25, 2014, 08:37   #19
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No Selling option, definitely. Not only because it improves the game so much, but because I consider it a stroke of creative game design insight. It never seemed an obvious idea or direction to go until it was presented, as far as I recall.
The shaped rooms are interesting, but I find the "cavern" levels annoying somehow, I usually exit those as soon as possible. What I'd really like to see are the themed levels and terrain from NPP -- dragon pits, lava, forrest, etc. Special monster pit levels are a huge challenge and a great place to practice creative digging and tactics.
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Old March 25, 2014, 15:13   #20
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wow. most of the things that i like have already been mentioned.

................................
..................................
exept for making autohaggle an option.
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