Might make for some complicated logic to make it work. If I'm in a room with orcs and trolls and my weapon lights up, then it could be either and I'd have to do some A/B testing to be certain. Other considerations would be LOS or in range, but then do you learn what it means if the weapon lights up but you can't see what for?
I regret that my brain pointed this out, because I like the idea.
Rune-based ID
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I have been in the "there is no explicit indication of physical runes" camp until recently, when I started to think that maybe that was a bit confusing. So the word "rune" has started to creep into the actual game. And I think that on the whole it is probably best just to keep going down that road, and resolve any uncertainty by being more explicit. For example, maybe the description of flasks of oil should be something like "A bottle of lantern oil engraved with runes", so it is explicitly the rune on the flask that makes it burn.Leave a comment:
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You learn the spell of Resist Cold. You learn the rune for Resist Cold.
Etc.
You learn the rune for Resist Chaos. You learn the spell of Chaos Strike?Leave a comment:
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I am testing ironman mage and have had to ditch several melee weaps with unknown slays. No easy test at -4 speed without rings of escaping. BUT I find this quite acceptable! The mage is afterall not skilled in melee so reasonable to be bad at id of melee weaps too.Leave a comment:
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I'm inclined to agree. I think this leaves us three options:- You see the name (Dagger of *Slay Troll*), but don't get any knowledge of any properties you don't know the runes for;
- Like 1, except you learn the runes on buying;
- Seeing stuff in the shop gives you the runes.
I'm leaning toward 1, but am prepared to listen to argument for the others, or for something I haven't thought of.
I think 2 is the most workable, and fits most intuitively with the mechanics as they already exist. It seems to me it should be fairly self-balancing too: money does become no object over time, but it's still relevant for the period of the game where you're doing the majority of rune-identification. The only things you can afford to buy at the beginning are items that will give you a single, fairly boring rune like Searching/Feather Falling/Slow Digestion or one of the base resists. By the time you can afford to buy something like an armour of Elvenkind, you've probably gone deep enough to have picked up most of the base resists already, so only the random higher resist will likely be new to you. And while some ego weapons like Holy Avenger and Defender would give you tons of runes at once, they're correspondingly expensive and not something you're likely to be able to buy before you've met a lot of the runes in-game already.
Another advantage of 2 is that it provides an ID by selling service for equipment - sell it, learn what it is, and then decide if you want to/can afford to buy it back again to teach yourself the runes.
Alternatively, maybe pure casters could 'unlock' knowledge of a specified/random category of runes at set character levels: "Your studies have now taught you to recognise runes of slaying" or whatever. Or the unlock could even come with finding certain dungeon spellbooks - it seems logical that a copy of "Resistances of Scarabtarices" could teach a mage to recognise the runes for the resistances, for example.Leave a comment:
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That's the problem with rune based ID... If you add an ID spell/scroll/staff/whatever, you make the whole system almost pointless, since you would learn everything in no time. Same goes with shops, which would act as an ID device when you buy items. With the current system, you learn runes too slowly... and some will require precise circumstances to learn them. Would it be possible to keep the rune system, but add ID that uses the old system (ID an item completely without revealing the corresponding runes)?Leave a comment:
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OK, having just played a character in the latest build from start to (stupid) death in the mid-game, I have a bit of a feel for it. Here are some impressions:- Some of the runes are a bit annoying to learn, notably slays and high resists
- There certainly isn't message spam about learning stuff - in fact, I think there are too few messages
- Identify scrolls were too rare in the dungeon and too common in the Black Market
So my plan is to make ?Identify occur about like ?TrapDetection, and give messages on IDing a new flavor or ego.Leave a comment:
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I'm inclined to agree. I think this leaves us three options:- You see the name (Dagger of *Slay Troll*), but don't get any knowledge of any properties you don't know the runes for;
- Like 1, except you learn the runes on buying;
- Seeing stuff in the shop gives you the runes.
I'm leaning toward 1, but am prepared to listen to argument for the others, or for something I haven't thought of.Last edited by Ingwe Ingweron; March 18, 2016, 08:56.Leave a comment:
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Here's my problem number one. This new id scheme is called RuneID. Which makes you to assume that it has something to do with runes. Even in-game messages endorse that. However it's more like a propertyID. @ learns properties, not runes. Flask of oil is a good example. @ learns it burns, so it has a fire brand property. From now on @ recognizes the same property from all objects that have it. Some properties can be explained with runes. For example poison resist. There has to be magic in work here and that magic has been inscribed to the object with enchanted runes. And @ learns those runes and can recognize them later.
I have been in the "there is no explicit indication of physical runes" camp until recently, when I started to think that maybe that was a bit confusing. So the word "rune" has started to creep into the actual game. And I think that on the whole it is probably best just to keep going down that road, and resolve any uncertainty by being more explicit. For example, maybe the description of flasks of oil should be something like "A bottle of lantern oil engraved with runes", so it is explicitly the rune on the flask that makes it burn.
My problem number two are the shops. Potions are sold with name tags on them even if the player has not seen the potion before. Same goes with wands, staves etc. And that feels natural. The shopkeeper knows what she is selling, knows how to price it and tells the customer what she is selling. It's a different thing with "runes". The shopkeeper does not know of is not willing to tell what the object does. And that does not make sense. She is able to put a price tag to the product after all. Also not telling the properties does not really make sense. A magic shop selling unknown magic rings and amulets is just silly. The shopkeeper is some scholar after all. If the shopkeepers are to be bastards, then everything that the player does not recognize should be sold unIDd. For the sake of consistency.- You see the name (Dagger of *Slay Troll*), but don't get any knowledge of any properties you don't know the runes for;
- Like 1, except you learn the runes on buying;
- Seeing stuff in the shop gives you the runes.
I'm leaning toward 1, but am prepared to listen to argument for the others, or for something I haven't thought of.Leave a comment:
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OK, having just played a character in the latest build from start to (stupid) death in the mid-game, I have a bit of a feel for it. Here are some impressions:- Some of the runes are a bit annoying to learn, notably slays and high resists
- There certainly isn't message spam about learning stuff - in fact, I think there are too few messages
- Identify scrolls were too rare in the dungeon and too common in the Black Market
So my plan is to make ?Identify occur about like ?TrapDetection, and give messages on IDing a new flavor or ego.Leave a comment:
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I know it's just a game, but it's a game I have lived with over 20 years. From that perspective this change does not feel as a mechanic change only, the in-game world is getting more in-consistent.
There can be wondorous things and magical things and the shopkeepers can be ripping you off, but otherwise consistency should be expected.
Here's my problem number one. This new id scheme is called RuneID. Which makes you to assume that it has something to do with runes. Even in-game messages endorse that. However it's more like a propertyID. @ learns properties, not runes. Flask of oil is a good example. @ learns it burns, so it has a fire brand property. From now on @ recognizes the same property from all objects that have it. Some properties can be explained with runes. For example poison resist. There has to be magic in work here and that magic has been inscribed to the object with enchanted runes. And @ learns those runes and can recognize them later.
My problem number two are the shops. Potions are sold with name tags on them even if the player has not seen the potion before. Same goes with wands, staves etc. And that feels natural. The shopkeeper knows what she is selling, knows how to price it and tells the customer what she is selling. It's a different thing with "runes". The shopkeeper does not know of is not willing to tell what the object does. And that does not make sense. She is able to put a price tag to the product after all. Also not telling the properties does not really make sense. A magic shop selling unknown magic rings and amulets is just silly. The shopkeeper is some scholar after all. If the shopkeepers are to be bastards, then everything that the player does not recognize should be sold unIDd. For the sake of consistency.
If I'm really the only one finding these points disturbing, then that's fine. I'll live with it and get back to play testing. It's only a game after all.
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EDIT: If that's too convoluted then... it's a game. Things don't always have to make sense as long as they're fun/interesting. (If you start digging into it, there's a lot that makes no sense in Angband.)Leave a comment:
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What if the shopkeeper has his own 'body of knowledge' and reliably id's those things that s/he recognizes? The scope of this 'body of knowledge' is either static or accrues. Perhaps making the Black Market more knowledgeable and thus a potential tool.Leave a comment:
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