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#1 |
Scout
Join Date: Jun 2011
Posts: 31
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No Sell - I am convinced
After some heartfelt recommendations, I decided to try it out. Huge win. You can forget how much pain there is with managing inventory just for stuff to sell. And it gets rid of one more reason to have lots of useless items drop.
One small complaint - I understand the principle of starting no sell characters with gold and no gear, but I don't like it in practice. It slows down the start, and it leads to annoying situations (e.g. my priest who is down to 800' and still has not seen the first spellbook for sale or in the dungeon). |
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#2 | |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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The first spellbook wasn't for sale in the temple? That shouldn't happen. Sounds like the allocation rules in store.txt need to be tweaked to increase the number of basic spellbooks.
Some players may prefer to start with no armor and more consumables, or with a different weapon, or skip a bow when they're playing as a ranger. With selling, you can sell your starting gear and buy what you like; that's obviously not possible with no-selling, hence the change. If you have a better idea for how to start out no-selling, feel free to make your case. |
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#4 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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I agree totally. Whenever I start a game I have a 50% chance of killing the poor character by forgetting to buy a light source and/or food and/or recall.
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#5 | |
Swordsman
Join Date: Jun 2010
Posts: 324
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This would have the added effect of avoiding the annoyance of not being able to find what you want in the stores. For example, when I play spellcasting classes, I like to purchase the first two books to start off because I usually stay in the dungeon long enough to learn spells from the second book before I return. However, it is common to start out without the second book in the store's inventory, so I normally quit and restart. This method should assume that if an item is part of standard store inventory, it is in stock. Black Market items not included, of course. Since you can save class-specific pref files (Warrior.prf, Mage,prf, etc.) you can have a different set of items for each class you play (no point buying spellbooks for your warrior, of course). |
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#6 | ||
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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How about mixing it up a bit? Let each character get a bare minimum of what they need to survive, then the rest of their value in gc. Suggested list of eq: 2 torches, 2 food, 1 dagger spell book for pure casters balance of value in gc If you are brave you can go straight into the dungeon, if you would have wanted to sell something, that would only be the dagger, so you didn't loose much value. |
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#7 | |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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I take too long writing my posts...
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One problem I see though is that new players will not realise it's there... |
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#8 |
Swordsman
Join Date: May 2007
Posts: 289
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I think that it might be a good idea combine no sell with 'less buy'. Basically I think that making store stocks fixed and unlimited in numbers, but very restricted in what is available.
So that stores would only sell must have consumables like healing potions, ammo, Phase Door, Teleport & WoR scrolls, torches, food, oil, shovels, and lanterns. Black market would naturally be removed. |
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Such an approach would render money completely moot by around 1000' or so -- at that point you can buy all the consumables you'll ever need and that's all you can buy.
The Black Market still serves an important purpose by allowing the player to buy items they haven't found in the dungeon yet (or not in sufficient quantity). Important items to get from the Black Market: * ring of Free Action * rod of Trap Location * scroll of Teleport / Teleport Level / Deep Descent * potion of Speed Of course, there's also stat gain potions, helms of telepathy, amulets of trickery, rings of damage, dungeon spellbooks, and other "I really want that but it's not vital" items. Oddly, in my experience weapons are always too weak or too expensive to bother with. |
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#10 |
Swordsman
Join Date: Jun 2010
Posts: 324
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Thread | Thread Starter | Forum | Replies | Last Post |
if you like to sell stuff | PowerDiver | Vanilla | 4 | July 4, 2011 06:19 |
3.0.9b Borg stuck needing to sell | Whelk | Vanilla | 9 | November 11, 2009 20:09 |
Should I be bothering to collect loot to sell? | BlackFlame | Vanilla | 14 | October 5, 2009 08:36 |
[V] 3.1.0 bug - !berserk won't sell | Donald Jonker | Vanilla | 1 | January 9, 2009 15:41 |