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#61 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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#62 | |
Knight
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 546
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Quote:
By the way, Nick, I hardly play anymore, but I like the idea in the OP --- probably with the variation you describe there, and with the caveat (mentioned by others) that if you drink a Potion of Boldness when not afraid, you still ID it. (Apply that principle in general, of course.) I don't know the state of the early game magic items these days, but it's much better for them to have good effects rather than bad effects, and then test-ID will be less annoying, and there will still be strategy in how to test-ID because you'll want to "get value" out of using an unknown good effect at the right moment instead of wasting it. To answer a question you posed earlier: There are two moderately good things about the current ID system, neither of which is sufficiently good that I'd mind losing it, but there you have it. First, the "ID game" is mildly engaging in the early game, despite being deadly tedious in the late game; second, there's a fun moment of anticipation when you have a "Sword {special}" in your inventory. In other words, I don't think you sacrifice much by having weapon-and-armor-ID-by-standing-on-top-of. Next, remove TMJ :-) |
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#63 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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+1 to that. Inspecting item, noticing familiar properties, ID ready. Char inspecting not same as player inspecting. |
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#64 |
Adept
Join Date: Mar 2012
Posts: 141
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Why not just make ?id identify every object in LoS ? ...
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#65 |
Adept
Join Date: May 2015
Posts: 112
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While we're throwing crazy ideas around, why not make True Seeing ID everything?
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#66 | |
Adept
Join Date: Jul 2011
Posts: 204
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#67 |
Knight
Join Date: Jan 2008
Posts: 926
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In response to the OP: I think this is a great idea.
Re auto-ID: IMO the issue is that, in Angband variants, resourcefulness is a big deal. ID games limit your available options because you don't know what does what. This pushes the game towards counting on luck, and too much luck dependency makes things less interesting. Re fuzzy detection: I do have somewhat mixed feelings about this. Personally, I like surveying a level with detection spells, picking out the vaults, noting the nasty monsters while snooping around for likely good items... Anything that encourages the player to plan stuff out is, IMO, probably a good thing. But I can see where that would be giving the player too much power. Hmm... I think I have some ideas on that though. |
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#68 |
Scout
Join Date: Apr 2013
Location: NOT THE BEEEEEEES
Posts: 44
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mcf Good sir.
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#69 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 40
Posts: 1,516
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So in the spirit of Nick's original post, here are my 2¢ (NOTE that exchange rates vary wildly):
1. In the early game I find the ID metagame interesting. I do enjoy the "gotta catch 'em all" flavor discovery minigame, and I also like the fact that I often want to take risks to try to grab items lying around in the hopes of something good. 2. By the mid-game, I tend to be leaning heavily on magical ID just to save time, as well as tons of object detection. I think the nerf to object detection (only knowing that an item is there, not what it is) was a big improvement. I get tired of ID here but it's not a problem. 3. In the late game ID is either trivial or insufferable. I guess I am fine with removing the ID minigame entirely, but I feel like something would be lost. Rune-based ID might be nice, or it might not, I'm not sure. My suggestion (which is compatible with other ID changes) is just to make certain kinds of knowledge be based on character level. I feel like it makes narrative sense, and fits my own feelings about how exciting (or intrusive) ID is based on where I am in the game. I'm imagining some kind of progressive curve, which might start with weapon/armor bonuses, then go through the most "obvious" kinds, then maybe most ego types, and eventually total ID. I'm not sure if flavors should be included in this ramp or not, it would work either way. I know that historically we have de-emphasized character level, but this is a case where I think it might make sense. |
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#70 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,165
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