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-   -   ID by use (new ways of learning) (http://angband.oook.cz/forum/showthread.php?t=4930)

buzzkill September 28, 2011 02:07

Quote:

Originally Posted by Derakon (Post 60906)
Because risk means that very quickly nobody bothers to use ID by use at all, favoring instead buying ID scrolls / staves and identifying every item before even considering wearing / using it.

Well if you screw up the ID system badly, sure, but if it's balanced properly the two could certainly co-exist. I'm with prh182, the old ID system wasn't perfect, but neither is the new. At least the old had a legacy, and a certain medieval brutishness.

I'm a fan of the notion of ID by use, just not in V, and certainly not V's current "quick n' easy" version of it.

Magnate September 28, 2011 11:02

Quote:

Originally Posted by buzzkill (Post 60952)
I'm a fan of the notion of ID by use, just not in V, and certainly not V's current "quick n' easy" version of it.

JFTR I have some sympathy with this view. I returned to Angband at 3.1.0 after quite a long break, and I was always a bit perplexed about why ID-by-use worked instantly. The first time you hit something, blam, there are the plusses. Ditto with being hit, and learning flags. There were threads during the development of 3.1.0 which indicated that it might take some time to narrow down the range of plusses, but in the end we seem to have decided against that.

UglySquirrell September 28, 2011 11:19

I noticed a cool feature in FK, items you buy from stores don't I'd ones in the dungeon. You need to find the unidentified item yourself and I'd it , use it or sell it to recognize the item in the dungeon.

fizzix September 28, 2011 15:33

Quote:

Originally Posted by Magnate (Post 60966)
There were threads during the development of 3.1.0 which indicated that it might take some time to narrow down the range of plusses, but in the end we seem to have decided against that.

So I don't necessarily think this is such a bad idea to reconsider. Total damage output or AC is not essential knowledge in the same way that RNexus or Free Action is. Also, this seems to be something that should scale with clevel. At clevel 25 or 30 you can know the plusses immediately after first attack. Earlier in the dungeon, when it's ok to be dragging 3-4 weapons around, it's ok to make the player wait longer.


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