Sangband has a nice solution to the carrying-to-ID problem: you get a chance to pseudo an item the moment you pick it up (or just walk over it, if autopickup is off or your inv is full) - this is based on how good you are at perception, and what sort of skill you have with the item (warriors do better at pseudo-IDing weapons and armour, which are the only ones we're really talking about - but this logic could be extended if you wanted mages to be able to pseudo-ID devices/rings/amulets etc.).
Then, if you decide to try wearing/wielding the item, you get another go at pseudo-IDing it, with better results - you're more likely to get a more detailed sensing (so something {good} you picked up may become {excellent} or {special}).
If neither of those works, you have to ID it (either by magic or by using it, which will pseudo-ID it eventually).
So if you get no pseudo at the time you pick it up, you can risk trying it on, or just bin it or ID it. No lugging it around.
IMHO the ID issue is fundamentally connected to the "what to do about cursed items" issue. As long as cursed items remain no-brainers (i.e. they are all bad, with no reason to use them), one of ID or RC remains essential. If cursed items are made more ambiguous (a weapon might have good bonuses but a negative pval, for example), the prospect of being stuck with one for a while is less awful, and ID is therefore a less critical issue. (In S, there are some perfectly good items which are cursed - so you're happy to use them, but need to find RC before you can take them off.)
Just my 2p - I hope those maintainers thinking about re-working ID are thinking about cursed items at the same time.
CC
Then, if you decide to try wearing/wielding the item, you get another go at pseudo-IDing it, with better results - you're more likely to get a more detailed sensing (so something {good} you picked up may become {excellent} or {special}).
If neither of those works, you have to ID it (either by magic or by using it, which will pseudo-ID it eventually).
So if you get no pseudo at the time you pick it up, you can risk trying it on, or just bin it or ID it. No lugging it around.
IMHO the ID issue is fundamentally connected to the "what to do about cursed items" issue. As long as cursed items remain no-brainers (i.e. they are all bad, with no reason to use them), one of ID or RC remains essential. If cursed items are made more ambiguous (a weapon might have good bonuses but a negative pval, for example), the prospect of being stuck with one for a while is less awful, and ID is therefore a less critical issue. (In S, there are some perfectly good items which are cursed - so you're happy to use them, but need to find RC before you can take them off.)
Just my 2p - I hope those maintainers thinking about re-working ID are thinking about cursed items at the same time.
CC
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