Cure wounds too strong

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #31
    Originally posted by Magnate
    IMO this is exactly the way we shouldn't be going. The ID-by-use changes have been intended to avoid exactly this issue of people waiting around spamming ID on every last thing.

    There's a very very easy way to test for randarts: destroy stuff. Anything indestructible is an artifact. If you're not up for destroying stuff because it might be Elvenkind (or something), then wield it: anything important is instantly tagged {splendid}. Between a one-turn wield and a one-turn destroy, you can sort through loot far faster (and with less boredom) than waiting to ID it all.

    Don't destroy boots, btw - always wield them first. Unless you're already wearing BoS+10.
    Is there any motivation to make artifacts recognizable on walkover or pickup and destructable? Ideally, I'd like artifacts to continue returning unless you 'k' them, sell them, or leave them in town. Artifacts in a destruction zone would be removed from the level like everything else.

    Wield isn't really a failsafe option until heavy curses vanish.

    Comment

    • Marble Dice
      Swordsman
      • Jun 2008
      • 412

      #32
      Originally posted by fizzix
      Is there any motivation to make artifacts recognizable on walkover or pickup and destructable? Ideally, I'd like artifacts to continue returning unless you 'k' them, sell them, or leave them in town. Artifacts in a destruction zone would be removed from the level like everything else.

      Wield isn't really a failsafe option until heavy curses vanish.
      Ticket #1052, opened by Takkaria, is mark artifacts {special} on pickup. Hard to say which might get done first though - new curses, or mark artifacts on pickup.

      Comment

      • Hariolor
        Swordsman
        • Sep 2008
        • 289

        #33
        Originally posted by Magnate
        IMO this is exactly the way we shouldn't be going. The ID-by-use changes have been intended to avoid exactly this issue of people waiting around spamming ID on every last thing.
        *snip*

        Don't destroy boots, btw - always wield them first. Unless you're already wearing BoS+10.
        This is the issue - amulets, rings, boots, gloves, helms (basically anything that's not a weapon, shield, or armor), can all be really really useful yet not be artifacts. They also tend to take much longer to ID by use.

        I do enjoy ID by use, and use it frequently until around stat-gain. From there on down, I am being very particular about what I am looking for, and would rather ID anything that looks promising. Guess I'm stubborn like that.

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #34
          Originally posted by Hariolor
          This is the issue - amulets, rings, boots, gloves, helms (basically anything that's not a weapon, shield, or armor), can all be really really useful yet not be artifacts. They also tend to take much longer to ID by use.

          I do enjoy ID by use, and use it frequently until around stat-gain. From there on down, I am being very particular about what I am looking for, and would rather ID anything that looks promising. Guess I'm stubborn like that.
          Amulets: trivial to test wield. In the late game the only ones you are considering are Trickery and Weaponmastery (Sustenance is reasonable if ironman, or if you're playing randarts and have a weird distribution)

          Rings: RoS are test-wieldable to find bonuses. The only other rings you might be using in the mid to late game are stat-gain rings (trivial, test-wield), elemental rings (not worth id'ing for AC gain) And possibly Rings of Slaying or +Dam (take a bit of effort but not much).

          Boots: BoS (test-wield, trivial), Elvenkind (test-wield, trivial). Stability for RNexus is a pain to ID, so I can see some contention here.

          Gloves: Power, Agility and Thievery are all trivial to ID by test-wielding.

          Helmets: ESP is trivial. Might is trivial. Int/Wis/Lordliness are trivial to find the Int/Wis gains. The only hard one would be serenity. The rest aren't worth touching.

          Are you sure you aren't IDing a lot more than you need to be?

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #35
            Boots: BoS (test-wield, trivial), Elvenkind (test-wield, trivial). Stability for RNexus is a pain to ID, so I can see some contention here.
            Not so hard. Just find a pit trap, and see if the boots are fully IDed or still marked {excellent}

            Comment

            • Hariolor
              Swordsman
              • Sep 2008
              • 289

              #36
              Originally posted by fizzix
              Are you sure you aren't IDing a lot more than you need to be?
              No, it's entirely possible that I am.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #37
                That's fine if you know a priori what all the different ego-boots are. It's not what I'd call easily-discoverable by those without full spoilers, though.

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #38
                  Originally posted by Derakon
                  That's fine if you know a priori what all the different ego-boots are. It's not what I'd call easily-discoverable by those without full spoilers, though.
                  IMO as you get partial learning, the description should list an ever narrowing list of the possible egos. But the majority opinion is that that "spoils" the discovery process.

                  Comment

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