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Old September 8, 2017, 22:28   #11
umoriamaster
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*turns around white potion repeatedly, staring intently.* *Casts Identify.* "YOU HAVE NOTHING TO IDENTIFY" *throws white potion at Filthy Street Urchin* "Potion misses, potion breaks, you have no more potions of *AUGMENTATION*" FML
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Old September 11, 2017, 20:54   #12
luneya
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Quote:
Originally Posted by umoriamaster View Post
*turns around white potion repeatedly, staring intently.* *Casts Identify.* "YOU HAVE NOTHING TO IDENTIFY" *throws white potion at Filthy Street Urchin* "Potion misses, potion breaks, you have no more potions of *AUGMENTATION*" FML
You're supposed to test potions be quaffing, not throwing. Potions of explosions went out many versions ago, so there are no potions that are really worth throwing. Okay, a level 1 character can do non-trivial damage by throwing potions of sleep/poison/slow/blind, but those are weaker than thrown oil, only slightly better than thrown pebbles, and generally not worth the trouble unless you're a mage or something. If you buy CLW in your starting kit, you can just proceed by doing your quaff-tests at full health with no enemies around--you'll probably get most of those early negative potions before you end up wasting anything more valuable than CSW or CCW.
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Old September 12, 2017, 01:01   #13
Ingwe Ingweron
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Quote:
Originally Posted by luneya View Post
You're supposed to test potions be quaffing, not throwing. Potions of explosions went out many versions ago, so there are no potions that are really worth throwing. Okay, a level 1 character can do non-trivial damage by throwing potions of sleep/poison/slow/blind, but those are weaker than thrown oil, only slightly better than thrown pebbles, and generally not worth the trouble unless you're a mage or something. If you buy CLW in your starting kit, you can just proceed by doing your quaff-tests at full health with no enemies around--you'll probably get most of those early negative potions before you end up wasting anything more valuable than CSW or CCW.
The only really dangerous potion would be a potion of poision, if found extremely early and you don't have the hps or healing to survive. E.g., a 1st level gnome mage. After that, as long as you are a little careful, i.e., quaff potions when at or near full health (you no longer need to have taken damage to identify CLW, CSW, CCW, etc.), and read scrolls while on stairs (to escape summoned undead or monsters if they are overwhelming for @), ID by use is much better now in the Rune-ID system and makes life a lot easier.
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Old September 12, 2017, 20:59   #14
Pete Mack
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The only genuinely bad potions remaining are off-stat swap potions. And even those cause at worst a temporary setback. Definitely ID potions by use.
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Old September 12, 2017, 22:04   #15
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At first, I would have agreed with Pondlife, but now after some hours on 4.1.0 I like the new system much more, although it's sometimes aggravating if you've sold a good item because you couldn't have IDed it fully.

What I don't get in spite of the new system: Why ID scrolls don't ID everything. Concerning D&D and other similar systems an ID-mechanic should ID everything because that's the reason such mechanics exist imho.

And for those drawbacks: The dangers can (almost) be circumvented with a little preparation and while losing a good stat point (swap potions) at around DL 30-35 you can max stats in about 4 hours, so...
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Old September 13, 2017, 08:22   #16
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"Oracle of knowledge"
...
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Old September 13, 2017, 14:49   #17
Antoine
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Originally Posted by umoriamaster View Post
*turns around white potion repeatedly, staring intently.* *Casts Identify.* "YOU HAVE NOTHING TO IDENTIFY" *throws white potion at Filthy Street Urchin* "Potion misses, potion breaks, you have no more potions of *AUGMENTATION*" FML
The Filthy street urchin looks more awesome! The Awesome street urchin hits! The Awesome street urchin hits! The Awesome street urchin casts a bolt of frost! You die...
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Old September 13, 2017, 16:57   #18
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Originally Posted by PowerWyrm View Post
"Oracle of knowledge"
Yes, your point? RL I'm studying engineering and now let's think "angbandish" and picture a mage with an item he doesn't know anything about. He creates the spell "Identify", because that's why it exists. Now the same mage or any other mage stumbles upon another unknown item but this item isn't a legal target for the spell (however this has metamagically to be explained). What is he going to do if he's not 100% absolutely conservative? He tweeks Identify or creates another spell to identify this unidentifiable item.

My point is: From an engineering viewpoint it doesn't make sense to render potions/wands/rods/staves illegal in v4.1.0. If we were playing v1.0 I'd suggest to improve ID for future releases.

Then again: As stated earlier, imho it's now better overall although it doesn't make sense that ID can't ID everything.
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Old September 13, 2017, 19:03   #19
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The first pass at rune-based ID removed all spell-based Identify, and there was a minor player revolt. I get the impression, though I could be wrong, that the complainers mostly play mages, in part precisely because mages don't have to deal with the "identification minigame", and they were peeved that they were now being forced to participate even in the weakened minigame that rune-based ID presented.

So if anything that should be an argument for doing away with unidentified items entirely.
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Old September 13, 2017, 21:52   #20
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OK, so what I'm hearing is change the name to Identify Rune, problem solved
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