Mines Malingerer
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
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dpeg wrote:I am not sure the point will come across but the fact is that just being able to sell stuff (even if at 1/20th of the price) will tempt some players to do so. This reasoning is not academic; many of us have played Nethack and experienced it first hand. The reason why Crawl will never have selling is not about "game breaking", it is about "saving players from boring themselves". In other words: if it is possible to make some money by investing a lot of (real life) time, optimal play will dictate to do so. I.e., it is a no-brainer to sell and you're undertaking a conduct if you manage to not collect stuff and sell. We won't have that. By the way, this insight came already to the originator of Crawl, Linley.
Enough said, this matter does not merit discussion. It is also on the "won't do" list of the development wiki.
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dpeg wrote:This reasoning is not academic; many of us have played Nethack and experienced it first hand.
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MrMisterMonkey wrote:troves are bad enough
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szanth wrote:Point being, if someone wants to scum and grind, they'll find a way to do it, selling or no selling. It's the player's choice whether they want to make the game "boring" or not, not the developer's.
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MrMisterMonkey wrote:On troves, while I understand that they aim to offer a good chance at good loot for a meaningful price, the price is usually (though not always) more impractical than meaningful, turning it into a grinding festival (need a robe of resistance? try on every robe. need a bunch of potions of brilliance, especially when they aren't on autopickup? better get to finding them and picking them all up, and in the horrible worst case, grinding pan/abyss for them (please kill pan/abyss grinding).), though, assuming it actually is possible to generate meaningful prices, this is a fault of troves' price generation algorithm, rather than anything fundamental. Any infinite resource can fuel a trove, too, but that isn't troves' problem, and troves are usually more useful before that point, anyway. I didn't originally consider the power spiral, but I imagine that's true, as well.
MrMisterMonkey wrote: some other things I consider at least somewhat grindy (I consider anything tedious, mostly mindless, and at least beneficial (though often required and usually optimal for some means, including normal play) grindy) for at least a bit:I forget any others, but they probably exist.
- pandemonium and abyss (even without trying to scum them)
- nemelex xobeh (especially right after beginning worship, where players have the choice of tidying previous dungeon levels for piety) and elyvilon a bit less so (though only for the weapon sacrifices)
- hive (free food and piety for a little bit of autofight mashing; I support the idea of making it into a portal vault, and axing it otherwise)
- searching for a fancy robe, usually of resistance (try on every glowing/runed/embroidered robe)
- mummy potion decay
- popcorn and popcorn summoners (another test of autofight)
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Lair Larrikin
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MrMisterMonkey wrote:I mean that most everything about them is mindless (current labyrinths are rather analogous to nethack's sokoban):To simply retain the function of labyrinths (but remove flavour and grinding), charge some food and a turncount increase to battle a minotaur and get loot; alternatively, for a more flavourful smooth labyrinth, remove all costs and rewards, so there's no desire for maze haters like me to grind through them for the free loot, and everyone else gets their bloodied walls.
- the food cost is usually negligible (and entirely meaningless for mummies)
- the maze is mostly wallhugging until finding a good passage into the next layer (while remembering the maze; the shifting usually deforms dead ends, rather than cutting off actual passages, and the maprot is really annoying) or it opens up on its own (though I'm curious what measures there are to prevent scumming shifting)
- and the minotaur isn't even a concern for anyone past Lair.
I can't think of anything actually good for actually improving them, but increased rarity would make them feel a bit less tiresome.
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dpeg wrote:What options do we have (apart from cutting)? Smaller maps. There could be more threats in labyrinths: harpies, hungry ghosts, stuff like that. It would be possible to make labyrinths very food-intensive, making players actually starve. Make the minotaur battle more interesting. Have the minotaur search you and, if wounded enough, retreat to the lair. Go back to 4b26 style trivial labyrinths.
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Point being, if someone wants to scum and grind, they'll find a way to do it, selling or no selling. It's the player's choice whether they want to make the game "boring" or not, not the developer's.
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danr wrote:Sorry, can someone post a link or explanation of troves? I'm not sure what's being talked about.
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Twilight wrote:danr wrote:Sorry, can someone post a link or explanation of troves? I'm not sure what's being talked about.
A treasure trove. It's a portal that doesn't time out, but when you try to enter, it asks for items (At least in trunk. 0.7 might ask for money) before you can enter. The items are, at least in theory, somewhat hard to find, and depending on your character build, hard to give up, such as a robe of resistance +1, or 3 potions of cure mutation, or 13 scrolls of remove curse.
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however if they're sooner, I never have enough money to get much, and they seem a bit pointless.
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Mychaelh wrote:My idea is to implement an 'exotic' background, that must use gold as an evanescent resource like food. It's a kind of not-magic summoner, who can nothing do on his own, but is in constant need to hold or expand his gold-level, to function well. He should not be able to BUY in shops. ->> Or even better: He can buy, but ONLY his mercs and only there.
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danr wrote:Wow, that was 2005, and even then the comment was "this was discussed before"...
Good idea or not, it's not going to happen. Be happy with the game you've got.
What I'd like to see is just plain more shops, maybe just a few guaranteed shops early on that provide something like the Ecumenical Temple - the chance to make some relatively early decisions about your character's direction. So e.g. if you really want to do long blades you can buy yourself a long sword without waiting until D:10 or whatever to find one..
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