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Old October 19, 2017, 10:33   #51
Estie
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I am surprised at all this negative backlash to an id system I personally find superior in every way. So people are really different...

It would be easy, I assume, to extend the "know runes at birth" option to include flavours. But I doubt that that would make people happy.

There is a certain satisfaction in the process of safely identifying things itself. Where one person wants to roll the dice and drink the green fluid in the bottle, another one finds rewards in working to avoid having to roll dice.

Here is a random idea:

Just like the rogue was allowed to keep full item detection after the decision was made that fuzzy was the way to go, give the mage and only the mage an "identify flavour" spell.

Last edited by Estie; October 19, 2017 at 10:36. Reason: typo
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Old October 19, 2017, 10:38   #52
wobbly
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Quote:
Originally Posted by Estie View Post
I am surprised at all this negative backlash to an id system I personally find superior in every way. So people are really different...

It would be easy, I assume, to extend the "know runes at birth" option to include flavours. But I doubt that that would make people happy.
I thought this was already in current master, seem to remember seeing the birth option.
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Old October 19, 2017, 12:51   #53
Antoine
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@Nick

> I'm fine with criticism.

Well spoken sir!

> I prefer it to be constructive, but even "you've ruined the game" is information

Yes, especially as sometimes (not in this case IMO) it can actually be true.

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Old October 19, 2017, 19:44   #54
Pete Mack
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@Antoine: it's not remotely true. The original ID system required you to ID *all the time*, even unto wands and staffs in order to get them to stack. And ID-BY-USE for potions was impossible, because there were two lethal potions (not to mention Amulets of Woe). Add in *ID*, and was incredibly tedious, all around.

The only thing in the new system that needs to change is for potions to be more properly ID-BY-USE, and for successful ID to add significant level-appropriate experience. Eddieband does this, tho Eddieband has other issues (mostly related to UI).
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Old October 19, 2017, 20:36   #55
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I find the new ID system great, but if you want some constructive criticism and a suggestion to remove some of the ID angst, there is a small suggestion in my post in this thread.
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Old October 19, 2017, 20:50   #56
Pete Mack
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@fph--the thing is, it's been a very long time since I died while IDing a summoning object. I've come close, sure. If summoning is the biggest problem with ID-BY-USE, then the whole mechanic is in very good shape.
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Old October 19, 2017, 21:00   #57
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For future reference, you can link to a specific post in a thread using the # in the top-right corner of the thread. For example, fph's post here is #55.
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Old October 19, 2017, 22:04   #58
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Quote:
Originally Posted by fph View Post
I find the new ID system great, but if you want some constructive criticism and a suggestion to remove some of the ID angst, there is a small suggestion in my post in this thread.
Summoning items do serve as a good early introduction to summoning for new players.
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Old October 20, 2017, 12:22   #59
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Quote:
Originally Posted by Pete Mack View Post
@fph--the thing is, it's been a very long time since I died while IDing a summoning object. I've come close, sure. If summoning is the biggest problem with ID-BY-USE, then the whole mechanic is in very good shape.
1. Do you normally read un-id'ed scrolls on the stairs? That's a thing newcomers have to learn...
2. If a very experienced player "comes close" to dying, this probably means that newbies die under the same conditions.

(Anyway, I agree that this is just speculation --- without real feedback I can only imagine the source of the hate for rune-id).
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Old October 20, 2017, 18:28   #60
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@fph--
Yeah,. it's tough to say if the OP doesn't like ID-BY-USE of devices and scrolls--and stat swap potions--or really wants to ID early ego items in order to sell them for cash. Or actually cares about all the individual curses(?)
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