Opened 11 years ago

Closed 11 years ago

Last modified 11 years ago

#754 closed bug (fixed (in master))

Egos with extra powers need to be priced better

Reported by: takkaria Owned by: magnate
Milestone: 3.1.1 beta Keywords:
Cc:

Change History (10)

comment:1 Changed 11 years ago by takkaria

  • Milestone changed from Triage to 3.1.1 beta

comment:2 Changed 11 years ago by anonymous

I suggest calculating the item's power in the same way that randart power is calculated (there is essentially no difference between them), and setting the price as 100gp x power (or similar).

comment:3 Changed 11 years ago by magnate

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

(Sorry, that was me. I'm happy to have a go at implementing this, if it's considered a good idea - I've been meaning to rationalise the prices of randarts anyway.)

comment:4 Changed 11 years ago by magnate

Ok, plan for doing this:

  1. Move eval_power from randart.c into obj-power.c
  2. Change it to evaluate o_ptr rather than a_ptr
  3. Call it from randart.c by generating a fake object for evaluation
  4. Call it from obj-util.c in object_value and object_value_real and use power to determine price (some progression faster than linear and slower than quadratic)

comment:5 Changed 11 years ago by magnate

Ok, this is implemented in [b7469a4] (SVN r1284) (though the #define POWER_PRICING is commented out by default in src/config.h). If power-based pricing is deemed acceptable, this ticket can be closed.

(One caveat: the new pricing is only applied to identified items. UnIDd items still use the price from object.txt, which is in most cases less. This is quite tricky to fix, but can be done if it's a problem.)

comment:6 Changed 11 years ago by magnate

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

Power-based pricing was enabled by default in [88f5dbe] (SVN r1303), so I'm closing this ticket.

comment:7 follow-up: Changed 11 years ago by Faust

One thing I've noticed playing a build that has this enabled is that most rings, amulets & armour is now virtually worthless.

comment:8 in reply to: ↑ 7 Changed 11 years ago by magnate

Replying to Faust:

One thing I've noticed playing a build that has this enabled is that most rings, amulets & armour is now virtually worthless.

... and would you say that's an accurate reflection of their actual (non-monetary) worth?

comment:9 Changed 11 years ago by magnate

(If it's felt that basic jewelry should be more expensive, the solution is to add a base power rating, as is done with light sources. I can do this if necessary ...)

comment:10 Changed 11 years ago by Faust

Perhaps they were over-priced in the first place but for example I can buy an amulet of slow digeston for 11 Gold, I can sell it UN-ID'd for more.

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