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#1 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Instant pseudo-id
Can I suggest vanilla change pseudo-id so that the character gets pseudo-id of an item at creation time, as opposed to having to carry an item for a certain length of time?
The instantaneous pseudo-id would tell you whether an item was an {artifact}, {hidden/high ego item}, {ego item} or {magic}. Magic items would mean an item would have either a positive bonus, or curse. You'd still have to wear/wield/identify it to work out whether it was cursed or not, but once you did, you'd get the strong pseudo-id of an item. Note this means the priest remove curse spell is still useful, unlike suggestions which make the priest instantly know cursed items. See Unangband for a class-based implementation of this.
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#2 |
Adept
Join Date: Apr 2007
Posts: 129
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How about an instant basic ID with the information becoming more detailed once you've been carrying the item for a while?
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#3 |
Swordsman
Join Date: May 2007
Posts: 289
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What annoys me most about pseudo-id is that weak pseudo-id doesn't id normal items.
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#4 |
Adept
Join Date: Apr 2007
Posts: 117
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Maybe having items that are learned, similar to monster memory. Using them learns about them faster than carrying them in the pack, which learns faster than seeing them on the floor. I think it's too much overhead for too little gain.
Once the psudo ID for a normal item is known.. its kind of silly since they are all +0, If I recall correctly, they should just be fully known as +0 items. It's like having two titles for the same info, what does it add to the gameplay, other than the tedium of an extra thought.. 'oh yeah, normal means +0' ? I like the instant ID idea, but I would not want to know if something was magic or an artifact without at least picking it up. Or maybe having something similar to weak/strong psuedo id per class, where fighters can see at a glance weapon and armor types, and mages see at a glance scrolls and staves, etc. Last edited by Elsairon; June 20, 2007 at 04:57. |
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#5 | |
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Join Date: Apr 2007
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#6 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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I've been grappling with what to do with ID in general, and I still don't have a good answer. Having to wait for pseudo-id; having the shops run out of ID; using all your ID in a vault and having to choose between unidentified stuff to carry up; these are all annoying. But then there's the sense of excitement when your ranger detects something as {good} and you think "maybe it's an artifact", or when you're clearing a mundane vault and get "You feel the Pair of Hard Leather Boots in your pack is special...", that are some of the best moments in the game.
I've done a sort of partial compromise in FA by making identical items always stack - this almost has the effect of identifying unenchanted stuff if you get more than one, and also tells you there's something going on if you get two apparently identical things that don't stack. I'm thinking of tweaking it further, though - maybe have precise properties gradually appear if you carry/wear something for long enough, or maybe something like the Un method of noticing properties when they have an effect. This is really just stream of consciousness with no conclusions. Ah well.
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#7 | |
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Join Date: Apr 2007
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In my imaginary variant, a rough outline of what I'd do: ID and *ID* are the same -- when you ID something, you know everything about it. You start off with some "lore", which means that you recognise (read: auto-ID) a few (randomly chosen) egos, potions, staves, etc. without having encountered them in-game. Warriors might have a bias towards weapons, mages towards potions, or something like that. You recognise an item's worth when you look at it; basically, make it blatantly obvious when items are good and when they're not. What Angband normally calls "{good}" (strong pseudo-ID) is really just "masterwork", i.e. obviously well-made. You might display that like "a Longsword (2d5) (masterwork)". (In my variant, these items aren't cursed, and indeed curses are only put on more powerful items.) Average items are auto-ID'd. You're left with terrible/artifact/excellent/etc. Replace all these with simply "magic" or "enchanted" instead of "masterwork". Over some period of time in the backpack/in use, that might change into "special". Make cursed items unnoticeable until you wear/wield them always (we're dealing with powerful magics here, more than capable of hiding themselves). Generally speaking, if you use items for a while, reveal their bonuses (hit, dam, ac), but still require ID to figure out what artifact/ego it is. Finally, every time you ID an ego-item, there's a small chance you'll gain "lore" of that ego-item, and thus recognise it on sight again later. Last edited by takkaria; June 20, 2007 at 15:08. |
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#8 |
Swordsman
Join Date: May 2007
Posts: 289
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#9 |
Veteran
Join Date: Apr 2007
Posts: 1,950
Donated: $40
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Amnesia attacks no longer make you forget everything. See:
http://dev.rephial.org/trac/browser/trunk/changes.txt |
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#10 | |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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