no selling

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
ushumgal
Higher
Posts: 74
Joined: Tue Apr 11, 2006 7:56 pm
Location: Málaga, Spain and Madison, Wisconsin

Re: no selling

#31 Post by ushumgal »

Please remember that prior to beta 19, no one was *required* to sell loot. It was simply an option. Those of us who liked doing it could do so, and those who didn't could ignore it and simply make their money by picking up gold in the dungeons. I still don't see how removing the selling of loot would do anything except remove one option that some players enjoy but which has no prejudicial effect on players who do not.

If some people really feel strongly about NOT allowing loot to be sold, perhaps this could be an option added to the game difficulty settings. Though that would probably be more trouble than its worth - the simple solution is to allow loot to be sold, and for those who do not wish to do so to simply not bother selling loot!

I should also add that I didn't find loot selling very unbalanced. The amount you got for selling things was pretty low, and the price of desirable items was high, so you still had to work at it hard if you wanted to buy that fancy artifact for 500 gold! By the time you would have enough gold to do so, you'd already be finding items of the same caliber in the dungeons.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: no selling

#32 Post by darkgod »

And again, the change is not to reduce money, it's to reduce tedium
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: no selling

#33 Post by PowerWyrm »

The problem is maybe to make the shops more useful. I don't recall actually buying stuff, except in the following cases:
- playing a berserker, going straight to Zigur to buy a steel 2H weapon with the starting 10 gold
- having rescued an Alchemist, going to Derth to buy agates
- playing an archmage, going to Angolwen to upgrade the starting elm staff
- buying basic items from special shops (a couple infusions, runes, rings...)

RNG rule is always as follows:
- if you see something useful in a shop, you don't have the money to buy it
- when you have plenty of money, nothing is worth buying anymore

First step would be to improve the quality of shop items following two criteria: character level and town location. Then I would make the "Rare Goods" shop a truly great shop with high-end egos: the shop would always be available, with items at really outrageous prices, and if you managed to save the Merchant, you would get discounts on items.

erdraug
Wayist
Posts: 20
Joined: Tue Jan 25, 2011 6:45 pm

Re: no selling

#34 Post by erdraug »

I would like to point out that finding a Mighty Girdle while playing an archmage in 1.19 is no cause for celebration like in 1.18. Since i obtained the orb ocf scrying I have yet to reach the encumburance limit. Frankly +70 encumburance bonus seems like overkill, there's no reason anymore to "transport awkward burdens" as it says in the girdle's description. The feathersteel amulet is still ok though, at least it removes fatigue (although i'm not really sure how fatigue works i just remember reading that mages were doubly penalized for fatigue).

I don't have any recomendations/ideas, just mentioning it. Once again, i *like* having to do less inventory management.

ushumgal
Higher
Posts: 74
Joined: Tue Apr 11, 2006 7:56 pm
Location: Málaga, Spain and Madison, Wisconsin

Re: no selling

#35 Post by ushumgal »

darkgod wrote: (...snip...)

One of (ok the most, biggest, largest) reason that there is too much loot littering the floor is that: NPCs using items *always* drop them if they are egos.
At low levels it's kinda ok, but it quickly becomes that most NPCs have an ego or two and things go mad.
So what about making them only drop their equipment if they are artifacts (NOTE: NPCs also have chances to drop loot that are just in their inventories I dont propose to chance that)

Vaults are obviously an other reason for the many loots, but they reward danger with loot so it seems fine.

The dungeon floors normally have very few items lying around by default (like 5 or so per levels). Maybe this can be reduced a little tad.

Bosses drop many egos in addition to an artifact. What if they dropped less egos (say like 1 or 2, with maybe a greater chance for a blue) but more gems/money (which seems kinda logical anyway).

Then we allow selling of loot again, we make new/better shops with more goodies people want in them.

Add to that some kind of "minivaults", that is the generators would try to group NPCs with floor loots, so you feel rewarded for going around exploring and finding where those skeletons are hidding the stash of stolen goods.

How does that sound my fellow players ?

I really like the sound of these changes! I do think selling loot is an integral part of the game, but I has been needing some balancing. One thing I have noticed...has anyone ever used a regular, non-ego weapon or armor after they finish the initial dungeon? Even when I start finding dwarven steel and better objects, I usually always have better ego items. Maybe the proportion of ego items to regular items being dropped is a bit high? I find this to particularly be the case with mages, since pretty early on you get Kor's Fall, which seems to be rather powerful for such low level characters and guarantees that you won't bother with any of the other staffs you find for quite a while.

Also, one suggestion I might offer, for those who are not interested in selling loot: perhaps increase the amount of plain gold drops and reduce the number of item drops throughout the dungeons in general?

Freddybear
Wyrmic
Posts: 201
Joined: Wed Dec 06, 2006 6:58 pm
Location: Mordor, Ohio

Re: no selling

#36 Post by Freddybear »

Consider that for level one characters, a single-ego iron weapon is a big upgrade. Maybe you could key the level of "junk" to be dropped to the level of the player? At level 1 through 11 (for example) drop anything better than iron no-ego weapons. 12 to 20, stop dropping green single-egos and only drop double egos or dwarven-steel or better. Above level 20 or so, only drop blues or stralite or better. So no more iron battleaxes cluttering the halls in the Dreadfell, for instance, but a level one Rogue still has a chance at finding a good weapon in the Trollmire.

grimwerk
Cornac
Posts: 41
Joined: Tue Feb 01, 2011 10:28 pm

Construct unique traps from the weapons you find

#37 Post by grimwerk »

Construct unique traps from the weapons you find.

The thrill of looting dungeons would continue (at least for rogues) because all those exciting weapons we've had to ignore could be put to good use. This returns some anticipation to crawling in two senses. One, when I see that shiny black axe up ahead, I'm eager to identify it and put it to use. Two, once it is identified, I'm keen to see what kind of trap will come of it! What does an axe become? A pendulum trap? What does the +4 strength modifier do? How will my voratun trap differ from an iron one? And those stacks of fancy arrows I find laying about...

Plus, this could kind of settle a personal wonder for me: How is my rogue carrying the materials for hundreds of traps? This leads to another thought, could one of the traps in my arsenal be unique to the environment? Branch traps in the forest, slippery stone traps in dungeons, avalanche traps adjacent to mountains etc.

Not sure what other classes may do with such items. Maybe there is an infusion that absorbs the modifiers from a weapon, enhancing your own attack for a few turns. That seems a bit less compelling, though. Any ideas?

Post Reply