Hi guys,
A lot of improvements to Angband over the years seem to be 'we removed/changed this feature, because it was tiresome and didn't really offer meaningful choices to the player' (like casting Detect Traps every 30 turns). I think this is good.
I'm wondering if we should consider allowing some spells like Perception, Identify, Clairvoyance, Satisfy Hunger, to have zero or low fail rates if the player has no monsters in LOS (akin to whether the player can run). I find it pretty tiring when I first learn Identify to actually identify something via the spell, because of the amount of fails, mana cost, need to rest, etc.
If a monster came along while I was low on mana from trying to cast Identify, then there would be significance to it all - but still, not exactly fun. I'd rather the game effectively said 'you've got to level X, you've got spellbook Y, so you can identify things easily now'. Currently, it feels the game says: '...you can identify things in a painful way, but save a inventory slot and some gold, or keep doing it the easy way, and using the slot and spending the gold'. At least for the first X level of getting the spell (way more if Paladin/Ranger).
Does anyone else have gripes on the frequency of failing utility spells when you first get them? Do you feel the fails add to the game being fun?
A lot of improvements to Angband over the years seem to be 'we removed/changed this feature, because it was tiresome and didn't really offer meaningful choices to the player' (like casting Detect Traps every 30 turns). I think this is good.
I'm wondering if we should consider allowing some spells like Perception, Identify, Clairvoyance, Satisfy Hunger, to have zero or low fail rates if the player has no monsters in LOS (akin to whether the player can run). I find it pretty tiring when I first learn Identify to actually identify something via the spell, because of the amount of fails, mana cost, need to rest, etc.
If a monster came along while I was low on mana from trying to cast Identify, then there would be significance to it all - but still, not exactly fun. I'd rather the game effectively said 'you've got to level X, you've got spellbook Y, so you can identify things easily now'. Currently, it feels the game says: '...you can identify things in a painful way, but save a inventory slot and some gold, or keep doing it the easy way, and using the slot and spending the gold'. At least for the first X level of getting the spell (way more if Paladin/Ranger).
Does anyone else have gripes on the frequency of failing utility spells when you first get them? Do you feel the fails add to the game being fun?
Comment