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Since: Oct 17, 2007 Posts: 80
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(Msg. 16) Posted: Thu Nov 29, 2007 9:23 am
Post subject: Re: Money (and Charisma) !! [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>angband (more info?)
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Dan <angband.TakeThisOut@cruelfood.com> writes:
> I think you could get many of the same benefits by changing the Black
> Market slightly instead of eliminating it. You could stock it at game
> creation with a fixed inventory of items that are useful but aren't
> available from other stores, like *Identify* scrolls, some potions of
> mana, and similar items.
[I've suggested before that *all* stores should stock either a fixed amount or
an infinite amount of each item, with no restocking.]
It might be useful to have =SI, =FA, =stat+3 for sale at high prices
so that an unlucky player can still get what is needed to dive.
Perhaps define what are essentials at 2000'.
I use multiple ?telSelf and/or ?telLevel purchased from the black market in
most games. I also buy -telOther whenever it is available, anywhere from 0 to
3 a game. Perhaps some of these should count as "deep essentials".
Conceivably the 5th spellbooks, but I am really unsure about those.
I guess ?*ID is essential as things are now.
I buy other things of course, but most are luxuries rather than essentials.
I'd most miss ?*destruction and !speed. Speaking of which, IMO !speed should
be available in the common stores *if* you can scum for it easily at 50'.
Eddie >> Stay informed about: Money (and Charisma) |
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Since: Mar 23, 2005 Posts: 96
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(Msg. 17) Posted: Thu Nov 29, 2007 10:24 am
Post subject: Re: Money (and Charisma) !! [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Wow. I've got some things to say.
Games are collections of interesting choices.
I'm not quite sure what other 'more pressing issues' there are. Money, charisma,
and shops are currently are not implemented very well. This has some objective
merit because there are large amounts of money you are left with that has no
purpose, things getting cheaper while you get more money is at cross purposes,
and your choices are basically non-existent. No fun to be had. This issue has as
much weight as any broken system in the game. Since no examples of more
pressing issues are provided, they really can't be addressed.
I'd like to address 'people can play variants if they don't like vanilla'. The
maintainers job is not to just implement non-gameplay user-interface elements.
If this were the case the dungeon would never have been expanded to 100 levels,
monsters would not have been added, and we'd all still be playing Moria. If you
like the current version, or a past version - they aren't going anywhere. The
maintainers job is to mold the game to his vision.
> I'm seeing two opposite suggestions in this thread. One is to
> basically get rid of shops, by making monsters drop essentials like
> food, light sources, ammo, and spellbooks more frequently so you don't
> need them. The other approach seems to be to make shops more
> dependable, by adding shop services and making it easier to get rare
> items from them. Ultimately, I don't think that either approach makes
> the game more fun.
Now to the discussion. Here are the key issues.
What about the current situation is unsatisfactory?
What are the correct steps to repair and rebuild the current situation?
Our biggest problem (all IMHO) at this point is we have completely failed to
answer the first question. We all understand something *is* unsatisfactory, but
remain undecided as to what it is. Eddie says the problem is one of squelch and
identify (and by proxy, tmj), others say the problem is shops, some say the
problem is the stat charisma and others have different ideas about the problem.
I would be willing to wager that there is a different idea for every person
involved. To paraphrase someone more wise then I: Any idea how many of us have
to agree to get the situation to change?
One. Takkaria. (Andrew Sidwell)
Luckily he listens to us, so here's my take.
The problem is lack of interesting choice. Why do I have a eleventy bazillion
gold? Oh wait, I don't give a flying f@&$ because I can't do anything with it.
There are a lot of factors involved in this. The first is identifiable and
related to squelch, the 100 level dungeon, and item generation.
The long story short, dungeon used to be 50 levels. Items didn't stack on the
floor. Some monsters dropped dozens of items to compensate for the fact that
many would be destroyed. Then someone implemented a 100 level dungeon. Then
floor stacking. Hence too much junk.
I have *solved* the tmj problem in Steamband. Solved. dungeon is 50 levels,
monsters drop reasonable amounts of things, and all drops are interesting.
More on this in a minute.
> If you get rid of the shops, then you pretty much may as well get rid
> of the town completely, and you'll basically end up with a hack
> variant instead of Angband. I'm not going to debate the merits of the
> hack/nethack style of game, but Angband has always been fairly
> distinct from them. I like the Angband-style gameplay better.
I agree 100% with this statement (which is the same reason I don't like
wilderness variants ((excepting hengband))). Angband is about the cycle between
the dives and the town. There are other ways to play, but at it's core it's
about a dive, and then coming back to rest up and prepare for the next dive. It
is a large part of the games character and appeal. 'nuff said.
> I think that making more basic items drop from monsters will be a bad
> change in the way Angband plays. While the basic items are always
> available in the store, you have to leave the current dungeon level to
> go get them. If you're on a dungeon level with a checkerboard vault
> and your spellbooks get burnt, you have to decide whether to abandon
> the level or try to proceed without your books. It gives you
> interesting gameplay decisions to make as to how much backup equipment
> you carry.
Agreed.
Since it's about this cycle of up and down, it seems to me, what you should get
from the store are "Essentials". What this list consists of is entirely up for
debate. I think these "Essentials" should be always stocked in a set amount. I
have a difference of opinion of what should be included in this list - I would
never consider stocking potions of life in steam in the store. But hey, it's not
my call - except in steam.
I agree that items from monster drops is a viable idea, but IMHO isn't very
Angband like.
If the tmj problem is solved and dungeon drops are all 'interesting' and stores
are all filled with 'essentials' then the serve their purpose of providing
'essentials' rather well.
What is the purpose of stores now? I should also note that the above process
*doesn't* produce very interesting choices.
> I think making the shops considerably better has its own problems.
> Angband has replayability because you'll end up with different sets of
> items each time you play, which gives you interesting tradeoffs to
> make when selecting equipment. If you make it really easy to get that
> one item you need to fill a resistance hole through shop services or
> whatever, then the game gets a whole lot less interesting. Every game
> will play out like every other game, and there won't be any reason to
> keep playing.
I agree. If you always stock, say, Shield of Elvenkind, that's pretty -- well,
I"m sure you can figure out your own derogatory phrase.
However, if you have to *pay* the store to increase it's quality of stocked
items (at first the shop only carried CLW. Well, then you'd be interest in
paying it some money to stack some other necessary items like Restore stat
potions.) Then some interesting choice develops. Pay the Weapon smith for larger
weapons? (Oh, wait, that's just in steam where bigger force and dice can make a
heavy weapon better than a light branded one. . . ) Pay the Armor smith for
better armor available? Pay the magic store for better books? etc. Then you're
back to A) having something to do with extra money which you can balance by B)
having more advanced items not be available until later without having price
being the limiting factor.
> I do like the recent changes that have made certain staples like ammo
> and Word of Recall more prevalent in the stores. And a lot of the UI
> improvements are welcome. I'd like to see gameplay-neutral changes,
> like having items automatically inscribed with the monster and level
> they were dropped, than dramatically reworking aspects of the game
> that I think work fine.
This is nice, and since the codebase is totally open, you're free to copy and
compile any of the UI changes takk makes without implementing any of his
gameplay changes. But he's maintainer, and frankly I expect him to do that job -
not just futz around with the codebase for years without making any changes to
make the game more fun.
P.S. As an aside, I agree with Timo that having a 'web board' for disscussion
was a terrible terrible idea in many respects. But much like the process of
evolution, if the newsgroup doesn't survive (which I don't find likely) then the
newsgroup really wasn't viable enough to survive. (ipso facto)
--
-Campbell
- Join the steamband group by sending an email to
steamband-subscribe.TakeThisOut@Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/ >> Stay informed about: Money (and Charisma) |
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Since: Mar 25, 2005 Posts: 615
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(Msg. 18) Posted: Thu Nov 29, 2007 10:24 am
Post subject: Re: Money (and Charisma) !! [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 29 Nov 2007 10:24:54 +0000 (UTC), VALIS <valis DeleteThis @oook.cz> wrote:
>The problem is lack of interesting choice. Why do I have a eleventy bazillion
>gold? Oh wait, I don't give a flying f@&$ because I can't do anything with it.
I'm not entirely sure that this is not the intent. If material gains no
longer bring benefit, then that is a signal that the "shopping" phase of
the game is essentially over. You now have an unlimited supply of town
goods. So stop making trips just to sell and get on with finding the
Dark Lord and killing him!
Unfortunately, there's the Black Market. I *might* benefit from truly
huge sums, if only Boots of Speed or some other very high value items
shows up in the Black Market. So the hoarding continues.
So, there's an argument to be made that money *should* become
irrelevant, because the town shops are meant to help you through the
early game and once you've outgrown them, the focus ought to shift more
completely to the dungeon, which should be providing plenty of equipment
choices by now. Accepting this logic, the only change to be made is the
elimination of the Black Market.
--
R. Dan Henry
danhenry DeleteThis @inreach.com
Holy Avenger should be a Paladin title,
not an ego item. >> Stay informed about: Money (and Charisma) |
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Since: Apr 14, 2005 Posts: 92
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(Msg. 19) Posted: Thu Nov 29, 2007 11:18 am
Post subject: Re: Money (and Charisma) !! [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-11-29 11:24:54, VALIS <valis RemoveThis @oook.cz> wrote:
> I agree 100% with this statement (which is the same reason I don't like
> wilderness variants ((excepting hengband))).
So you haven't tried FAangband, then.
Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin >> Stay informed about: Money (and Charisma) |
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Since: Nov 15, 2007 Posts: 6
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(Msg. 20) Posted: Thu Nov 29, 2007 1:35 pm
Post subject: Re: Money (and Charisma) !! [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Nov 29, 5:09 pm, Dan <angb... RemoveThis @cruelfood.com> wrote:
> With the way Angband is now, you reach a point where it's no longer
> interesting to bring things back to town to sell, so you can just
> focus on staying in the dungeon and killing more things, which is
> where the real fun is anyway.
My tuppenceworth:
NPP is the closest I have seen to balancing all of this.
Gold can make NPP interesting.
Why?
Store services.
scenario 1: CL45 char in NPP who has mediocre equip but lots of cash.
Cash can be used to buy !Heal and !Life. Enough of these can make an
early assault on M tempting. That is an interesting game.
scenario 2: mid-level char who needs stat-gain to be over. Stat
increase is store service in NPP. Very expensive, but available. So -
there is more than one way to get thru stat-gain. Look for it, fight
for it, or buy it. Buying it leads to a further set of options. That
is an interesting game.
scenario 3: late game ego-char. I like playing these sometimes. I can
kill almost anything I want, but decide to play with god-complex.
Randart-creation service in NPP allows me to pay for a randart to be
generated and named after me. Ridiculous, but a fun and interesting
game.
Charisma does make a difference in NPP. Up to 5000Gp for store-
service !Heal. That makes keeping an "Charisma in home a
consideration.
TMJ in NPP. Good squelch & mass id help later on.
NPP may be unbalanced in other ways, but gold is important throughout
the game. There is always something that I might want to buy, even if
it is only another !Life.
That in itself can lead to scumming for cash-rich easy targets (eg.
black dragon pit with acid-immunity), but IMHO Angband can never be
scum-free. >> Stay informed about: Money (and Charisma) |
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Since: Oct 18, 2007 Posts: 161
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(Msg. 21) Posted: Thu Nov 29, 2007 6:35 pm
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-11-29 02:34:59, camlost <joshua.middendorf.RemoveThis@sbcglobal.net> wrote:
> Kenneth 'Bessarion' Boyd wrote:
> > On 2007-11-28 19:30:41, camlost wrote:
> >> 1) At some point, late-game staples need to start regularly appearing
> >> in stores. Right now, !Heal doesn't ever start becoming regularly
> >> available, which restricts gameplay, in my book. You just have to
> >> hope it shows up in a random restock, which takes forever. It's great
> >> that you can invest and hope to find some *Heal* or whatever, but
> >
> > Both what normal stores stock, and what monsters are on dungeon levels, should
> > react to the past history of the player somewhat.
>
> Could you elaborate?
I'm not clear on what I want to do for my variant here. The store part would
almost certainly break the current config file structure.
For monsters, stock the level on creation normally. Thinking of restocked
monsters as an "inverse Word of Recall", one would think a relatively high kill
count would inhibit restocking with that monster.
Tweaking the rarity on-the-fly could be done without messing with the
monster.txt file. Build the candidate list normally first, then do a
"rareification" pass. For monsters with neither FRIENDS nor MULTIPLY with base
rarity 1, something like:
* 0-9 above minimum killed: no adjust
* 10-99 above minimum killed: rarity +1
* ...
* 10000+ above minimum killed: rarity +4
If we had a working monster power rating function, that could be added in as
well.
For stores:
* new internal data: store-rarity and base price multiplier (scaled).
Always-stock items have a special rarity value.
* pay attention to what the player is buying and selling. At next restock:
** If the player ignores an item you've stocked: increase store rarity (reduce
chance of stocking in future). If the base price is above normal, reduce the
base price.
** If the player buys an item: temporarily force restock and increase base price
in proportion to how much the player bought. (Make the player think twice about
storing 99 Beginners' Handbooks in the home...price reacts up to where they're
not a cheap expendable slot anymore pre-statgain).
** If you don't have an item in stock and the player sells it: increase base
price.
> > Actually, what stores need is the option to place special orders. Say 10% down,
> > with a guarantee that the item will be in stock at your next visit after an
> > appropriate not-random delay. For V...say "next sunrise if light, next sunset
> > if dark" for basic items.
>
> FAAngband does this with its travelling merchants. I'm not sure this
> isn't so different from NPP's store services.
My proposed minimum delay of 5,000 normal-speed turns may be a a critical flaw,
but I can't really tell this without implementing it.
> > As the damage potential of weapons is critically dependent on class and stats: a
> > properly fitted price scheme would increase weapon prices as stats increase. It
> > would also account properly for the bow multiplier.
>
> I'm not sure I agree. Presumably, the price should be independent of
> stats, but make some assumptions about what stats players will have when
> they find the items in determining the weapon value.
At the very least, relative prices should change. The shopkeeper has no
obligation to quote the same price to everyone.
> > The value of special abilities also needs some gross retuning.
>
> Agreed. For instance, why is a Crown of the Magi with ESP cheaper than
> crown of ESP? This is especially bad with forged items in S.
Ideally, get rid of base value boost of ego items outright, then if you want
external config of value do it by ability. Then strictly dominating items will
automatically have consistent relative prices.
Extra Attacks/Shots and Extra Might complicate things (these should be
post-multiplied, rather than added). +To-hit/To-dam/To-AC are currently
hardcoded, but these should not be linear; the failure rate should be included
in the valuation. >> Stay informed about: Money (and Charisma) |
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Since: Apr 14, 2005 Posts: 92
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(Msg. 22) Posted: Thu Nov 29, 2007 11:38 pm
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-11-29 15:21:56, R. Dan Henry <danhenry.RemoveThis@inreach.com> wrote:
> One way to make Charisma more relevant to stores and to create
> noticeable break points is to have Charisma influence the quality of
> goods offered. With maxxed out Charisma, the weapon store would offer
> only enchanted weapons, often presenting ego items. With a bit more
> programming effort, the base item types could improve as well and a
> highly enchanted Holy Avenger on a high-dice weapon competes with most
> artifacts.
This is an excellent idea.
> Some would object to selling, e.g., Potions of Healing, but given you
> can eventually scum for anything and that if money is to stay relevant,
> useful things must be purchasable, I would not have a problem with this.
It could perhaps be further balanced by increasing the prices of rarer items.
Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin >> Stay informed about: Money (and Charisma) |
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Since: Apr 12, 2004 Posts: 182
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(Msg. 23) Posted: Fri Nov 30, 2007 6:08 am
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Nick wrote:
>> Some would object to selling, e.g., Potions of Healing, but given you
>> can eventually scum for anything and that if money is to stay relevant,
>> useful things must be purchasable, I would not have a problem with this.
>
> It could perhaps be further balanced by increasing the prices of rarer items.
Items should probably not be available, however, until you are already
past it's native depth. For example:
storeilvl=(clvl+maxdlvl)*0.6
This would give an available storeilvl of 90 at clvl50/maxdlvl100. By
this point, gathering healing, etc. is just a tedious chore anyways.
Any item you would be able to buy would already have been scummable for
several levels, while at the same time prohibiting the items native to
dlvl91-100 from showing up in stores.
Just a thought. >> Stay informed about: Money (and Charisma) |
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Since: Nov 16, 2007 Posts: 9
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(Msg. 24) Posted: Sat Dec 01, 2007 3:14 am
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Hey Timo,
you will be missed if you do quit here .....
dD
On Nov 29, 1:21 am, Timo Pietilä <timo.piet....DeleteThis@helsinki.fi> wrote:
> takkaria wrote:
> > I think I might be all for removing Charisma. (Not for 3.1.0, though.)
>
> > Flames accepted.
>
> How about fixing more important things first which are, I don't know,
> about everything else?
>
> Actually I don't care anymore. I haven't played vanilla for several
> months. I can't even give advises to anyone anymore, because I haven't
> played recent versions.
>
> I have realised that this newsgroup was my source of inspiration for
> playing and this newsgroup is obviously dying. Separation to newsgroup
> and web forum made it. There are only few regulars and nothing new to
> chew. It doesn't matter how good it is, if you chew it long enough it
> starts to taste bad.
>
> So I probably just quit here. I might wrote something sometimes, but I
> stop following what is happening. I hope vanilla angband doesn't die.
>
> So long
> Timo Pietilä >> Stay informed about: Money (and Charisma) |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 25) Posted: Sat Dec 01, 2007 6:44 am
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-11-28 10:56:40, takkaria <takkaria.RemoveThis@gmail.com> wrote:
> I seemed to open a can of worms when I posted here about making Charisma
> more important. Various questions were raised about whether Charisma is
> *really* the most pressing issue right now for the game, and indeed,
> perhaps it isn't, but it does touch on a lot of areas (potion
> distribution, relative power levels of objects, randarts/egos,
> money/shops, character creation).
>
> I'm fairly convinced by the arguments (led most vigorously by R Dan)
> that I took the wrong approach. Instead of looking at Charisma by
> itself, it should be looked at within the context that it's currently
> used in; namely, money and shops. So I'll spend a little time talking
> about what I've found out about money generation in Angband, and how
> that can be fixed. This will make a large difference on the "what to do
> with charisma?" question.
My two cents are at
http://roguelikedeveloper.blogspot.com/2007/11/analysis-of-shopping-in...gband.h
Basically:
1. All shops should only stock consumables, but guarantee them.
2. The shopkeeper purse should decrease by the value of the items you sell, and
increase by the value of the items you buy. This acts as a cap on the total
amount of money to be made from selling items (should have minimal impact
earlier on, and lots later).
3. Spending money buying stuff from shops should 'unlock' additional
consumables.
4. Each shop should have a chance at stocking a more powerful item based on the
player's Charisma. These items rotate in and out reasonably quickly (probably
each restock).
So e.g. the weapon shop should have shots, arrows, bolts, throwable weapons as
consumables, plus one more powerful weapon/ammo.
The magic shop should should have wands, staffs, rods, rings, amulets as
consumables, plus one more powerful RSW or jewelry. Only add books if the player
is a mage.
etc.
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: Money (and Charisma) |
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Since: Dec 01, 2007 Posts: 1
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(Msg. 26) Posted: Sat Dec 01, 2007 10:45 am
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Currently Chr affects prices 80-130. not much of a difference 50-300 would be
better.
The stores would be more useful if they stocked based on Max Depth. Maybe
something like fame added to that would work too( Ch lvl and NPCS killed). I
don't need to buy boots of Speed +15. But Free Action and See Invisible early on
and stat potions later. >> Stay informed about: Money (and Charisma) |
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Since: Dec 11, 2007 Posts: 71
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(Msg. 27) Posted: Tue Dec 04, 2007 4:08 pm
Post subject: Re: Money (and Charisma) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"takkaria" <takkaria.DeleteThis@gmail.com> wrote in message
news:fije0o$10ek$1@news.vol.cz...
>
> I seemed to open a can of worms when I posted here about making Charisma
> more important. Various questions were raised about whether Charisma is
> *really* the most pressing issue right now for the game, and indeed,
> perhaps it isn't, but it does touch on a lot of areas (potion
> distribution, relative power levels of objects, randarts/egos,
> money/shops, character creation).
I'm firmly in the "Charisma/shopping is not as important as item
generation/ID/TMJ" camp.
> I found it useful when examining this problem to ask a few questions,
> outlined below. I believe the current system to be flawed on a number
> of levels; one, gold acquirement relies partially on patience, and
> things that rely on patience in Angband encourage boring gameplay and
> scumming; two, there are far more ways to acquire gold than there are to
> lose it.
Agreed on both counts.
> Here are the questions:
>
> 1. What activities create gold?
> a. killing monsters
> a. killing *town* monsters
> b. digging
> c. wandering the dungeon
> d. selling items
>
> 2. What activities take gold?
> a. thieves
> b. buying items
>
> 3. What affects gold creation?
> a. dungeon level (quality)
> b. patience (quantity)
>
> 4. What affects how much gold is taken? (negatively)
> a. saving throw vs. thieves (wisdom)
> b. charisma
>
> Because you get more gold per drop as dungeon level increases, as well
> as getting more drops per dungeon level, as well as wisdom and charisma
> increasing (generally) with dungeon level, the system is set up not
> only such that gold becomes more available, but that anything one wants
> to purchase becomes cheaper. This is insane.
Or not, as RDH pointed out. It simply makes gold irrelevant after a certain
point (once you have enough to buy any item which may show up in the BM).
> A number of things occur to me to mitigate the issues, largely based
> on the list above:
> - make patience no longer a factor: [3b]
Yes.
> - [1aa] town monsters should stop dropping gold
This will create some interesting challenges for APW, but otherwise yes.
> - [1b] digging for gold should yield less gold less reliably.
No. If you do this you may as well get rid of digging altogether, since it
is only currently worthwhile for a tiny fraction of the early game. I would
rather see digging made more rewarding (MUCH more when deeper), and gold
drops reduced. Then we can turn Angband from the game of shopping into the
game of mining. A sort of Middle-Earth-meets-Eve.
> - [1c] money found on the floor should be worth less, or be found
> entirely around veins (possibly with some skeletons for decor)
I would approve of money on the floor being eliminated altogether (or just
extremely rare and therefore interesting)
> - [1d] selling items should be prohibited, or at least made
> not-worth-it. e.g. by making ID irrelevant for store sales, so that
> things are priced on the shopkeeper's estimation of the item rather
> than what the player knows about the item
This is interesting, since it impacts on one of the core aspects of the game
(inventory management). By all means reduce the amount paid for items, or
even adopt UnAndrew's idea of a finite cap on what stores will pay out. Or,
simply make items unsellable altogether - store keepers don't trust these
shady adventurer types, and only source their stuff from trusted suppliers.
That will make monster drops and treasure veins much more important, and
inventory management easier.
Or allow selling stuff, but instead of paying out gold, the amount is
credited as Sangband-style store investment, leading to "unlocking" better
stuff (prob combined with depth).
> - [2a] make thieves more dangerous later on (make saving throw have
> less of an effect)
Careful to restrict this only to STEAL_GOLD, because if you remove immunity
to STEAL_ITEM that changes the balance quite a lot.
> - [2b] make money more important in the endgame by having stores stock
> items with goodness in proportion to maximum dungeon level
Yes, I totally agree with what others have said about this. It helps reduce
scumming too - no need to scum for !Heal if you know that the storekeeper
will stock a few (and if you have enough money).
> These would probably make a decent dent in the issue, but not enough of
> one. The problem remains that both gold and charisma increase with
> dungeon level, and really, only one mechanism is necessary to make the
> essentials more available to higher-level characters -- not two. So,
> there are a further two options:
>
> - Make average gold value per drop (near-)constant
> This appeals to me, but at the same time has a number of problems.
> One is simply that Charisma is still blatantly not on the same scale
> as the other stats; there is no useful break-point to be gained from
> any quantitative quaffing of Charisma potions, and the effect will
> never be so noticeable as an extra blow or hitting 0% fail. This
> means that Charisma will still be a second-class citizen.
Yup. This doesn't sort out the Charisma issue, and makes gold less exciting
to boot.
> - Make Charisma constant
> Either by generating it once at birth, or by removing it entirely.
> Needless to say, rebalancing the distribution curve of gold would
> also be necessary. This also has the nice advantage of sorting out
> problems with gain-one-lose-one stat potions, having a different
> bias for charisma vs. other stats when creating randarts, and having
> one worthless "sacrificial" stat during character generation.
I'd do this - effectively remove Charisma, and have gold increase gently
with depth. Combined with no selling items, this will make for an
interesting new economy.
> Another--perhaps more basic--problem, is that stores just don't stock
> that much /interesting/ stuff, regardless of how much /stuff/ they
> actually stock. There are lots of items to buy, but most of them aren't
> necessary, and what with Angband being a game of inventory management,
> unnecessary == don't carry. Unsure how to fix this. Really, I think
> the town could probably consist happily of two stores and a home.
This is also viable. One shop for consumable stuff (food, oil, books,
devices, scrolls, potions) and one for wearable stuff (armour, weapons,
rings, amulets), with ammo in either. Both operate on a combination basis
where they guarantee basics (unenchanted ammo, flasks of oil, ?WoR, ?CCW
etc.) and yet stock expensive godly stuff according to your depth (and/or
according to your level of investment, if you go that route).
> In consideration of these issues, I believe the role Charisma currently
> plays is redundant. The economics of Angband are also currently flawed.
> Charisma is only a part of the economics of the game, not of any other
> aspect of gameplay. Any attempt to assign extra roles to the stat would
> be misled just because they would be trying to enforce stats to be
> equally useful or powerful for the sake of it. There are obviously no
> /a priori/ reasons for Charisma not to affect things other than shop
> prices, but if Charisma only currently makes sense as part of a flawed
> system, one has to question that stat's existence at all if that system
> if fixed to work without it.
I agree about CHR. But on the wider economics point, don't forget the
consequences of changes to shopping on inventory management.
> I think I might be all for removing Charisma. (Not for 3.1.0, though.)
Go right ahead.
CC >> Stay informed about: Money (and Charisma) |
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