The way I think learning should work is that the player should be provided, through a gloriously transparent UI, with the full content of all of the edit files. However, most people consider that info to be "spoilers", which should not be provided.
My question is how the player is supposed be able to learn, for example, a ring of the dog. Even if you saw it in a previous game, and then you find a ring matching its properties, how do you know there isn't another ring with the same properties but also having resistance to time? There are no items with resistance to time, but without knowledge of the edit files the player cannot know that.
Do those of you who are opposed to "spoilers" think that if you know positively all of the flags of an object you should learn awareness even if you don't have proof that the other flags are not present? Only if you have seen and used the identify spell on the flavor in a previous game? Or is learning impossible, and only the identify spell should provide awareness on jewelry?
My question is how the player is supposed be able to learn, for example, a ring of the dog. Even if you saw it in a previous game, and then you find a ring matching its properties, how do you know there isn't another ring with the same properties but also having resistance to time? There are no items with resistance to time, but without knowledge of the edit files the player cannot know that.
Do those of you who are opposed to "spoilers" think that if you know positively all of the flags of an object you should learn awareness even if you don't have proof that the other flags are not present? Only if you have seen and used the identify spell on the flavor in a previous game? Or is learning impossible, and only the identify spell should provide awareness on jewelry?
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