tag:blogger.com,1999:blog-2208890564265615027.post6029898010428298736..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: An Analysis of Shopping In AngbandAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2208890564265615027.post-29454356525761923352015-07-11T22:03:46.859+10:002015-07-11T22:03:46.859+10:00This post just resurfaced on Reddit. No idea why. ...This post just resurfaced on Reddit. No idea why. :-)Josephhttps://www.blogger.com/profile/09866329313708655247noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-63148879211526907432007-12-02T09:10:00.000+11:002007-12-02T09:10:00.000+11:00I like all you propose. I think the shopping game ...I like all you propose. <BR/><BR/>I think the shopping game is actually quite nice as it is, despite having the various problems / wierdnesses / stages. Therefore I'd be careful not to break it and certainly I'd not remove it. I think the real problem is when the other aspects of the game are not heroic enough or easily winnable with enough shopping. Then the problem is that the shopping is _the only_ important part of the game and this is bad.<BR/><BR/>The only problems I've found to date are when you have not enough home space (V, O, S) or too much homespase (TOME) to play the shopping game in the scale suited to the properties of human's mind. Another problem is when a town unique drop or a lucky find of a stack of branded ammo / throwing weapons make the scarcity stage of the game too short. Another when shops are useless and e.g. you have to make unnatural things like shopscum or buy out. Probably the most important problem is in repetitiveness of the shopping game in mid-game, when a popular way of playing is to WOR down, loot, WOR up, sell, repeat until you can buy any speed items you want. Your ideas with purse and quests are quite promising in making this stage more interesting.<BR/><BR/>One last thing: I really hate (I don't know why) when good items are generated in the dungeon according to player class or equipment. For quest rewards or for shops this is OK, though, but I'd be very careful not to block some original strategies by, say, never generating good bows for mages, or otherwise doing stupid things, like never generating a vital resist, because a warrior already has it on his wielded broken dagger...Mikolajhttps://www.blogger.com/profile/01280729045107273819noreply@blogger.com