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Old June 14, 2012, 09:45   #1
wobbly
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Sangband - Id

It seems to take a very long time for my characters to work out they are wearing a ring of teleportation even though the effect is obvious. Also if noise is displayed aggravating shows up imediately on the display even though the ring is un-id.

Not sure how hard it is to code but it would be nice to have more obvious effects id'ed easier: teleportation, resist element - when hit by element, protection - when attacked, aggravation - on high stealth characters etc.
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Old June 14, 2012, 09:52   #2
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Quote:
Originally Posted by wobbly View Post
It seems to take a very long time for my characters to work out they are wearing a ring of teleportation even though the effect is obvious. Also if noise is displayed aggravating shows up imediately on the display even though the ring is un-id.

Not sure how hard it is to code but it would be nice to have more obvious effects id'ed easier: teleportation, resist element - when hit by element, protection - when attacked, aggravation - on high stealth characters etc.
IMO this is one of the few areas where V is ahead of S, thanks to Eddie's ID-by-use code. Most things are identified immediately when they would be obvious (i.e. on wield, or on being hit or whatever), which a few being known after time. Random teleportation is one of those, but it's much quicker than in S. (In fact it could be improved to ID as soon as you teleported, it's just a matter of calling the ID functions in the code block that deals with random teleport.)
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Old June 14, 2012, 20:06   #3
camlost
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Quote:
Originally Posted by Magnate View Post
IMO this is one of the few areas where V is ahead of S, thanks to Eddie's ID-by-use code. Most things are identified immediately when they would be obvious (i.e. on wield, or on being hit or whatever), which a few being known after time. Random teleportation is one of those, but it's much quicker than in S. (In fact it could be improved to ID as soon as you teleported, it's just a matter of calling the ID functions in the code block that deals with random teleport.)
That's true if you're only wielding one unided item, but more difficult if you want to be precise about it. Of course, triggering the ID after random teleportation would be an entirely reasonable solution.
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Old June 14, 2012, 20:56   #4
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That's true if you're only wielding one unided item, but more difficult if you want to be precise about it. Of course, triggering the ID after random teleportation would be an entirely reasonable solution.
It depends on how you want to think about it. If e.g. resistance to fire is an "invisible" trait, then the only way to know that you're getting resistance is if you only have one item that could possibly provide it and you get hit by fire. However, if every item that provides fire resistance glows / becomes perceptibly colder / makes a characteristic sound / etc. when you're hit by a fire attack, then figuring out which of your un-ID'd equipped items is protecting you is straightforward.

For a similar reason, we ID Wands of Wonder as soon as they produce any effect instead of only after they produce two different effects.
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Old June 16, 2012, 22:12   #5
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In FA teleportation and other random effects are ID immediately when it procs.
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