Opened 10 years ago

Closed 8 years ago

Last modified 8 years ago

#229 closed bug (fixed (in master))

Empty wands/staffs sold to stores should be recharged

Reported by: takkaria Owned by: MarbleDice
Milestone: 3.1.2 beta Keywords: stores
Cc:

Description

Also, rods should lose their charging status.

Change History (13)

comment:1 Changed 10 years ago by takkaria

  • Keywords ui added

comment:2 Changed 10 years ago by ctate

A note on how this would affect game balance: it would allow players to use the store as an expensive but safe way to recharge otherwise risky-to-recharge wands/staves. I'm not sure this is something we want; part of the value of e.g. a Staff of Power is that once discharged, there's a substantial risk of losing it forever.

comment:3 Changed 10 years ago by takkaria

Yeah, the expensive but safe bit was intentional -- but I hadn't thought about the much deeper staves. Hmm.

comment:4 Changed 10 years ago by ctate

Aha! A friend suggests that at least some variants may have stores that explicitly offer recharging as a for-pay service. This sounds like a promising approach.

comment:5 Changed 10 years ago by andrewdoull

"Aha! A friend suggests that at least some variants may have stores that explicitly offer recharging as a for-pay service. This sounds like a promising approach."

But note that usually this doesn't scale with the item power, unlike selling the item to the store and then buying it again.

So both could be offered.

comment:6 Changed 10 years ago by andrewdoull

Also, while I think about it, nothing prevents you from having the shopkeeper fail to recharge the item. In fact, IIRC, this is what I did in Unangband: sell empty item to store, recharge item fails -- You see the shopkeeper outlined in a brilliant flash of light. -- shopkeeper then evaluates cost of new dead item.

comment:7 Changed 10 years ago by ctate

Aha! A friend suggests that at least some variants may have stores that explicitly offer recharging as a for-pay service. This sounds like a promising approach.

But note that usually this doesn't scale with the item power, unlike selling the item to the store and then buying it again.

It really should, though. A Staff of Power should cost considerably more to recharge than a Wand of Stinking Cloud. The per-charge cost of buying one (both the player buying one and the store buying one from you) should also scale up based on the recharge difficulty. I'd say this whole subject is a reasonable candidate for a rebalancing.

comment:8 Changed 9 years ago by takkaria

  • Milestone changed from 3.2.0 to 3.1.2 beta

comment:9 Changed 8 years ago by magnate

  • Keywords stores added; ui removed

comment:10 Changed 8 years ago by MarbleDice

  • Owner set to MarbleDice
  • Status changed from new to assigned

comment:11 Changed 8 years ago by MarbleDice

[25161b8] (SVN r1820) introduces the following behavior:

1) Rods. Always recharged.

2) Wands/staves. If the store does not normally carry that item (in store.txt), no action is taken. Otherwise, the existing charges are compared to the charges on a freshly generated stack of equivalent size, and whichever is greater is used.

comment:12 Changed 8 years ago by MarbleDice

  • Resolution set to fixed
  • Status changed from assigned to closed

comment:13 Changed 8 years ago by MarbleDice

  • Milestone changed from 3.1.3 to 3.1.2 beta
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