Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old May 11, 2007, 15:03   #1
andrewdoull
Unangband maintainer
 
andrewdoull's Avatar
 
Join Date: Apr 2007
Location: Sydney, Australia
Age: 39
Posts: 871
andrewdoull is on a distinguished road
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.
__________________
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
In UnAngband, the level dives you.
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com
andrewdoull is offline   Reply With Quote
Old May 11, 2007, 15:15   #2
Faust
Adept
 
Faust's Avatar
 
Join Date: Apr 2007
Posts: 129
Faust is on a distinguished road
How about an instant basic ID with the information becoming more detailed once you've been carrying the item for a while?
Faust is offline   Reply With Quote
Old May 13, 2007, 19:33   #3
CJNyfalt
Swordsman
 
Join Date: May 2007
Posts: 289
CJNyfalt is on a distinguished road
What annoys me most about pseudo-id is that weak pseudo-id doesn't id normal items.
CJNyfalt is offline   Reply With Quote
Old June 20, 2007, 03:50   #4
Elsairon
Apprentice
 
Join Date: Apr 2007
Posts: 97
Elsairon is on a distinguished road
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 03:57.
Elsairon is offline   Reply With Quote
Old June 20, 2007, 12:39   #5
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,603
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by andrewdoull View Post
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.
I was thinking something along these lines, along with combining *ID* and ID... I might just make {average} items pre-ID'd too, to save people the effort.
takkaria is offline   Reply With Quote
Old June 20, 2007, 13:02   #6
Nick
FAangband maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 49
Posts: 4,389
Donated: $60
Nick is on a distinguished road
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.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old June 20, 2007, 13:34   #7
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,603
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by Nick View Post
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.
EDIT: The more I think about it, the more I want to do this in V...

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 14:08.
takkaria is offline   Reply With Quote
Old June 20, 2007, 14:17   #8
CJNyfalt
Swordsman
 
Join Date: May 2007
Posts: 289
CJNyfalt is on a distinguished road
Quote:
Originally Posted by takkaria View Post
ID and *ID* are the same -- when you ID something, you know everything about it.
What about (d)amnesia attacks?
CJNyfalt is offline   Reply With Quote
Old June 20, 2007, 14:19   #9
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,603
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by CJNyfalt View Post
What about (d)amnesia attacks?
Amnesia attacks no longer make you forget everything. See:
http://dev.rephial.org/trac/browser/trunk/changes.txt
takkaria is offline   Reply With Quote
Old June 20, 2007, 15:10   #10
Psi
Knight
 
Join Date: Apr 2007
Location: Surrey, UK
Age: 39
Posts: 821
Psi is on a distinguished road
Quote:
Originally Posted by takkaria View Post
Amnesia attacks no longer make you forget everything. See:
http://dev.rephial.org/trac/browser/trunk/changes.txt
That looks scary. Amnesia seems to have changed from a major annoyance to a very possible gameover for a mage. I trust it is a *very* short timed effect or has some way of resisting it other than saving throw? Also is it found considerably deeper that !oHealing if that is the minimum way of removing it?

Si
Psi is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 08:03.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.