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Old June 11, 2010, 01:36   #1
Derakon
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Squelch money

There is definitely a point past which more money does not help you. Thing is, it's scattered all over the dungeon, and it emits an irresistible lure. We are clearly all wasting vital turns detouring to pick up pointless cash, which is having an unacceptable impact on our mean time to victory (MTTV). Clearly not having the option to squelch money was an oversight, which should be rectified as soon as possible with an emergency patch release.

More seriously, I'm mostly just curious how this will affect gameplay in the late game. Implementation-wise, I'd suggest adding a new category to the objects menu (from the ~ menus) that just has one item, "money". Squelched money can of course still be picked up even though the player doesn't see it. The only concern I see is that the setting would persist for new characters, who actually do want to be picking up every pile of coins they see. So you'd have to remember to unset the squelching.

This is clearly not a big deal, but I think it'd be neat to add anyways.
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Old June 11, 2010, 02:30   #2
PowerDiver
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Money squelching is available, at least in the nightlies, but it takes a few clicks since you have to squelch each money type individually. '=' 's' 'o'

Squelch should not persist from char to char. That is a dump options bug.
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Old June 11, 2010, 05:52   #3
Zikke
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By the way, I *love* the squelch money feature. Kudos to who ever thought it up.
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Old June 11, 2010, 06:13   #4
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I did!

I just wasn't first to think of it, clearly.

Thanks for the heads-up, Eddie.
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Old June 11, 2010, 17:21   #5
PowerDiver
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I first implemented this a *long* time ago, but for some reason it got removed when my first big set of changes was incorporated into 3.1. More recently, MarbleDice made a second push to get it incorporated.

If you happen to walk or run over money, you pick it up, but there is no disturb or message. I think you still pick up most money with a typical playstyle.
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Old June 14, 2010, 16:52   #6
Tiburon Silverflame
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But as noted, there definitely comes a point where money is meaningless. The advantage I can see...and I'll probably start doing this...is that there are times, especially fighting a pit or vault, when money obscures items underneath.
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Old June 14, 2010, 17:04   #7
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Usually when I get to the point where I am finding and selling ego items, that's when I turn off money on the floor. Selling a Defender weapon for 20,000 gold kinda makes little piles of 100 gold seem worthless.
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Old June 14, 2010, 17:38   #8
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This would probably save me a lot of turns and perhaps some characters since I try to pick up anything I see on the floor.
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Old June 14, 2010, 18:05   #9
Derakon
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I generally figure that once I have at least 60k in the bank, my dives should stop being money-oriented. I'll still grab some stuff to sell when I run low on supplies, but until I reach that point I destroy everything that I won't use, to lengthen my dungeon stay. Sure I have low odds of being unable to buy a great item from the black market by setting my threshold so low, but in practice I find this is more fun.

So I'd generally start squelching money by around 1400' or so, depending on how many high-valued but useless egos I've found.
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Old June 14, 2010, 18:46   #10
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Buying stat potions from the Black Market is a nice way to accelerate the stat gain process with the new lower drop rates. Once I hit 180,000 gold I stop selling, because that's the price of a !Aug (which I found and bought just today on the BM).
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