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[DCSS] selling items and races / jobs?

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cobble

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Oct 30, 2009, 6:26:43 AM10/30/09
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I understand why selling items is not possible in Dungeon Crawl Stone
Soup - don't reward boring play styles.

But would letting one character type be able to sell items in shops break
the game? It would keep grinding for items 'quarantined' within that
race, and allow people who enjoy hauling stuff around to do so.

Cybersaint2k

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Oct 30, 2009, 7:16:07 AM10/30/09
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Another angle would be to create a special shop that randomly (or
perhaps once per game, random location) appears. It buys. That's the
only one.

I don't find very good items in the shops, so it would only help a
little if I had unlimited cash. So grinding for items/sale really
doesn't help all that much unless you find an extraordinary item for
sale, and they are usually over 4k.

David Ploog

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Oct 30, 2009, 12:48:11 PM10/30/09
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Why do you *want* to open up grinding? Rest assured that if grinding is
possible, it will be done. My policy is to protect the players from
themselves here. Also, if one shop buys, there will be a flurry questions
a la "why not the others".

David

Jim_G

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Oct 30, 2009, 1:17:47 PM10/30/09
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On Oct 30, 4:16 am, Cybersaint2k <rfbar...@gmail.com> wrote:

> Another angle would be to create a special shop that randomly (or
> perhaps once per game, random location) appears. It buys. That's the
> only one.

Well, I appreciate your attempt to find alternatives, but I think this
one has problems. Then you are back to a situation where the player
knows for sure that if they drop a useless but "valuable" item they
are going to lose out on gold if they locate the shop. I don't think
as a player that would add to my enjoyment. Eliminating the
possibility of selling means I can stop worrying about it. Making it
a scarce resource forces me to consider whether I want to lug the
object around or not.

jte

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Oct 30, 2009, 2:00:23 PM10/30/09
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I'm fairly certain there will be some unanimity against any type of
store buyback for crawl, but let me weigh in on the "against" side
anyway. The decision about whether or not an item will ultimately be
useful to me is interesting enough - I don't need to start lugging stuff
around for any other reason. If you're looking to get cred for
valuables, worship one of the gods that let you sac stuff for piety.

Martin Read

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Oct 30, 2009, 2:58:11 PM10/30/09
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cobble <cob...@example.co> wrote:
>But would letting one character type be able to sell items in shops break
>the game? It would keep grinding for items 'quarantined' within that
>race, and allow people who enjoy hauling stuff around to do so.

Dungeon-hooverers already have a *god*.
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
\ / every time we try to impose order we create chaos
\/ -- Killing Joke, "Mathematics of Chaos"

cobble

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Oct 30, 2009, 6:02:53 PM10/30/09
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On Fri, 30 Oct 2009 18:58:11 +0000, Martin Read wrote:

> cobble <cob...@example.co> wrote:
>>But would letting one character type be able to sell items in shops
>>break the game? It would keep grinding for items 'quarantined' within
>>that race, and allow people who enjoy hauling stuff around to do so.
>
> Dungeon-hooverers already have a *god*.

I need to pay more attention.

*blush*

Ed Cogburn

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Oct 31, 2009, 2:45:45 AM10/31/09
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cobble wrote:

> and allow people who enjoy hauling stuff around to do so.

Nobody 'enjoys' hauling stuff around, thats not why they do it. In other
games its done to gain money to buy more useful stuff from shops, or because
money collected is counted in the player's score (in hindsight, making money a
significant part of the score may have been the original 'mistake' in those
games).

Its less of an issue in DCSS since the only need for large amounts of cash is
for buying expensive items from stores (randarts, usually), but there is no
guarantee in a given game that you'll even find a shop with a very useful
*and* expensive item. Compare that to games where, since many shops are
guaranteed and/or shop inventories are regenerated and/or there are no limits
on what might show up in a shop, finding something useful+expensive in a shop
is almost certain.

Of course, these arguments don't sound too convincing when you're playing that
rare game where you've found some useful randart in a store early in the game
for a price you know your char won't be able to come up with until much, much
later, if at all. :)

For the most part though, its just not that important.

Will Shattuck

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Nov 2, 2009, 3:06:09 AM11/2/09
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I actually find DCSS freeing since I do not have to carry items to
sell in a shop. Once I got out of that mindset, I just kept delving
deeper to find better equipment. Not having to see items to purchase
better items is one of the features that keeps me coming back to DCSS.

Will

Jim_G

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Nov 3, 2009, 5:21:02 PM11/3/09
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Eve though I spoke against this before, I do thing DCSS depends an
awful lot on luck when it comes to items in stores and bazaars. It
would make things more enjoyable for me if I knew for sure I could
save up 500 gold and buy a specific item, as compared to hoping the
random gods of software smile upon me.
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