Is that an intentional design decision to reveal the contents or a bug?
a different bug
can be used to reveal the same information. If you use 'p' to
buy unpaid stuff and request itemized billing then the unseen,
unpaid contents of a container will be shown item by item.
Despite being known for a long time, it still hasn't been fixed.
A shopkeeper can be assumed to know the content of each container, that
was inside the shop from the beginning. (Locked or not.)
[...]
When buying a locked container, a shopkeeper should only pay the worth
of an empty one. When reselling such a container (or a locked container dropped by a monster), the shopkeeper shouldn't know anything about the content and therefore charge randomized fantasy prices for "a box of
unknown content". - Or sth. like that...
On 08.07.2022 23:38, B. R. 'BeAr' Ederson wrote:
A shopkeeper can be assumed to know the content of each container, that
was inside the shop from the beginning. (Locked or not.)
Not necessarily. He could have obtained it without key from another
person. As a shopkeeper I'd like to know the contents, and force the
lock open to see; to adjust price for best profit, and also because
customers typically want to know what they buy. I think knowing the
contents is thus crucial for a shopkeeper.
When buying a locked container, a shopkeeper should only pay the worth
of an empty one. When reselling such a container (or a locked container
dropped by a monster), the shopkeeper shouldn't know anything about the
content and therefore charge randomized fantasy prices for "a box of
unknown content". - Or sth. like that...
Boxes are cheap, so it seems not appropriate to charge just for the container, given the huge price of the magical items that you find
typically in containers.
Options are to sell only empty containers, or only open containers;
removing a bit of game-play variance from the games. It depends what
we want here, focus on more realism or most interesting game-play.
On Sat, 9 Jul 2022 03:14:58 +0200, Janis Papanagnou wrote:
On 08.07.2022 23:38, B. R. 'BeAr' Ederson wrote:
A shopkeeper can be assumed to know the content of each container, that
was inside the shop from the beginning. (Locked or not.)
Not necessarily. He could have obtained it without key from another
person. As a shopkeeper I'd like to know the contents, and force the
lock open to see; to adjust price for best profit, and also because
customers typically want to know what they buy. I think knowing the
contents is thus crucial for a shopkeeper.
Your reasoning from the first part of your paragraph contradicts that
of the second part. (= Shopkeeper might not know vs. shopkeeper would
avert not knowing with all means imaginable.)
"Not necessarily." - This was a direct comment on your statement.
Both are valid, though.
With game mechanics, each path can be followed or a mix from both.
I suggested a mix: [...]
IMHO, there are more options (as described above),
adding to both: realism /and/ interesting game-play.
Erm, no.
"A shopkeeper can be assumed to know the content of each container"
"Not necessarily." - This was a direct comment on your statement.
For game-play anything is possible. I was (and still am) undecided.
The question for me would be; is any more complex (or "reality-proof") algorithm worth the [game-play] outcome?
On Mon, 11 Jul 2022 21:09:12 +0200, Janis Papanagnou wrote:
Erm, no.
"A shopkeeper can be assumed to know the content of each container"
"Not necessarily." - This was a direct comment on your statement.
We are still talking across: My "can be assumed" has the meaning "it
is /possible/ to assume". - And with this possibility, it is not a
given, that what Pat labeled as a "bug" really /has/ to be regarded
as such.
Your "not necessarily" therefore doesn't made/make any sense in that
context. You, though, probably read my "can be assumed" as "can be
/safely/ assumed". - Which opens an altogether different chain of
reasoning and discussion.
On 11.07.2022 22:50, B. R. 'BeAr' Ederson wrote:
On Mon, 11 Jul 2022 21:09:12 +0200, Janis Papanagnou wrote:
Erm, no.
"A shopkeeper can be assumed to know the content of each container"
"Not necessarily." - This was a direct comment on your statement.
We are still talking across: My "can be assumed" has the meaning "it
is /possible/ to assume". - And with this possibility, it is not a
given, that what Pat labeled as a "bug" really /has/ to be regarded
as such.
Your "not necessarily" therefore doesn't made/make any sense in that
context. You, though, probably read my "can be assumed" as "can be
/safely/ assumed". - Which opens an altogether different chain of
reasoning and discussion.
Well, as a non-native speaker I probably miss details of connotation
and meaning. Nonetheless I cannot follow the logic of your thought;
an assumption is always possible to make, and an assumption is also
always just a possibility - that means in both interpretations, meta
and direct, the "possibility" fact doesn't add to the interpretation
of the concrete assumption. So my focus on the _concrete_ assumption
"assume that shopkeeper knows content" (a hypothesis) is not a given.
I was trying to say here with "not necessarily" that the hypothesis
may be correct or not, depending on the context of design and logic.
Sorry it that formulation was confusing or even semantically wrong.
As a non-native speaker I'll therefore better abstain from further elaborations if what I write makes no sense to you or generally.
IIRC, we are German native speakers.
Maybe in German the differences in meaning will be clearer.
[...]
On 12.07.2022 19:26, B. R. 'BeAr' Ederson wrote:
IIRC, we are German native speakers.
(Wasn't aware of that. - BeAr/B.R. sounded like initials
as they are typically used in the US.)
We can probably reduce the assumptions, at least in Slashem...
In Slashem (not sure about Nethack) shopkeepers carry a key
In that case the simplest model would be to have all containers sold in
shops to be unlocked.
(Again not complicating the issue, e.g. by a shopkeeper with
bad intentions.)
On Wed, 13 Jul 2022 23:33:52 +0200, Janis Papanagnou wrote:
(Wasn't aware of that. - BeAr/B.R. sounded like initials
as they are typically used in the US.)
A couple of (or rather: many) years ago, people used to call me
in this American style. What's more, bear is a direct translation
of B[joern]. I just linked both together and like(d) the result. Phonetically, this doesn't really work. But I don't mind... ;-)
[locked container]
In Slashem (not sure about Nethack) shopkeepers carry a key
Now that you mention it: I think, it is true for Nethack, as well.
(I usually leave shopkeepers alive. So this fact[?] didn't really
register.)
But maybe, the new possibilities arising from more complicated approaches
are worth considering, as well. Apart from the "treasure chest" case I already mentioned, it would be possible to create new payable interaction between player and shopkeeper: Locking any container belonging to the shopkeeper would be charged with 1 zm (for hampering access), unlocking
any container would earn 1 zm (for services rendered). Buying a locked container then, consequently, leads to a "discount" of 1 zm and selling
one to a "payment reduction" of the same amount. (In the latter case in addition to not paying for any content of the container.)
(Again not complicating the issue, e.g. by a shopkeeper with
bad intentions.)
Games featuring shopkeepers with bad intentions would probably be fun
to play. But it (most likely) can be rather difficult to create this sufficiently balanced... ;-)
I forgot; are shopkeeper services implemented in Nethack? (In Slashem
it certainly fits.)
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