Rune-based ID

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  • TJS
    replied
    Originally posted by fizzix
    I agree with this point, but I think there's a path forward here to provide useful consumables to early game characters. Mushrooms are a pretty good example, but they're pretty rare, and furthermore most are of questionable use. The cases where you'd want to use a mushroom like stoneskin is so difficult to determine that it's probably better to avoid it altogether.
    Completely agreed on the mushrooms, never use any of them really except possibly the odd mushroom of vigour. Boring. Stoneskin should make you almost impossible to hit early on, say +100 AC at least.

    Resist heat and resist cold should probably be turned into a singular potion of resistance and made a late game item to drop around stat gain levels all the way to the late game.
    I see where you're coming from with this, but my problem is that with so many items having rBase and with resist fire/cold being one ring and now this idea is that there is essentially no difference between the base elements at all. The only time there is a difference is when you have resistance to some elements but not others whilst there are dangerous breathers about, which is a very limited window as it is (in fact I'd wonder if that window exists at all). It doesn't help that you have dragons of every colour, rather than just say fire with the other elements being breathed by lesser monsters or elemental melee damage.

    Potions of dragons breath, alternatively, should be a much earlier game drop, since that's potentially useful for a tough monster on dl 5 but useless when you first come across them.
    Completely agree. And making them scale with magic skill might be interesting too.

    Neutralize poison - should be available on level 1, get rid of slow poison, perhaps should be combined with resist poison
    Yes roll them all into one, but also put some monsters that poison early on as well. It's yet another potion(s) that you id and then don't need for ages if at all. I want to be delighted that I've just found a potion of resist poison because I can now take on say nagas for loads of experience at the current level.

    Heroism - good as is. Probably should have a buffed version to replace it late game
    Is this that great? I only ever use it for the rFear, the to-hit bonus seems to have almost no effect at all.

    Berserk Strength - Should be changed to increase damage as well, maybe gives a temporary +5 to Str? Right now it's not that interesting.
    Boldness: Remove from game
    Agreed with these.

    Infravision: Worthless, can be made better by giving infravision for max sight, but even then...
    Could make them last much longer and introduce early invisible, but warm blooded monsters that are dangerous early on. Maybe a slow moving group monsters so you can get away once you can see them. It's possible to make the whole concept of infravision interesting and fun. I want those amulets of infravision to be a great find rather than just yet more junk.

    Useless potions could be interesting as things you can use to put a status effect on a monster. We've talked about this for a while, but we've never done it. I'm not sure why.
    I've always liked this idea, but as it stands it would have the same problem as other status effect devices/spells in that they only work on monsters you can kill easily anyway.

    In addition we can consider breaking some potions up into different sets. Speed could have a lesser "haste" which gives +5 to speed, allowing for greatly improved combat early game, but in a way that gets outclassed later, so you're encouraged to just use them. I'm sure there are other early game potions that could be interesting as well besides the ones mentioned here.
    Not sure about speed as warriors rely on them a lot mid game, although they are much rarer than they used to be.

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  • fizzix
    replied
    Originally posted by TJS
    Take the potions of resist heat and cold. They turn up on the first few levels, they are identified by just quaffing them so there's no gameplay involved there. And then there's absolutely nothing to use them on at all until much much later on in the game.
    I agree with this point, but I think there's a path forward here to provide useful consumables to early game characters. Mushrooms are a pretty good example, but they're pretty rare, and furthermore most are of questionable use. The cases where you'd want to use a mushroom like stoneskin is so difficult to determine that it's probably better to avoid it altogether. Resist heat and resist cold should probably be turned into a singular potion of resistance and made a late game item to drop around stat gain levels all the way to the late game. Potions of dragons breath, alternatively, should be a much earlier game drop, since that's potentially useful for a tough monster on dl 5 but useless when you first come across them.

    Anyway let's look at the early game potions, as in potions that drop before level 15 or should:

    CLW - good as is
    CSW - good as is
    CCW - good as is
    Healing - probably could be moved later
    Neutralize poison - should be available on level 1, get rid of slow poison, perhaps should be combined with resist poison
    Restore mana - probably could be moved later, in addition make a new early game potion that restores *some* mana, like 10-20 points or so.
    G1L1 (brawn etc.) - probably should be more early game. These are good "negative" potions to make ID by use somewhat interesting.
    Speed - good as is
    Heroism - good as is. Probably should have a buffed version to replace it late game
    Berserk Strength - Should be changed to increase damage as well, maybe gives a temporary +5 to Str? Right now it's not that interesting.
    Boldness: Remove from game
    Resist Heat/Cold: Remove from game, replace with "Elemental resistance" which gives resistance to base elements which starts dropping around 20, and perhaps a "Full resistance" which gives timed resistance to higher effects as well and is much later.
    Resist Poison: Too niche. Should combine with Neutralize Poison I think.
    True Seeing: Fine as is.
    Infravision: Worthless, can be made better by giving infravision for max sight, but even then...
    Useless potions could be interesting as things you can use to put a status effect on a monster. We've talked about this for a while, but we've never done it. I'm not sure why.
    Lose Memories: Should be moved to late game, and should have a stronger effect
    Dragon Breath: Move allocation to 5 to 30

    In addition we can consider breaking some potions up into different sets. Speed could have a lesser "haste" which gives +5 to speed, allowing for greatly improved combat early game, but in a way that gets outclassed later, so you're encouraged to just use them. I'm sure there are other early game potions that could be interesting as well besides the ones mentioned here.

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  • Ingwe Ingweron
    replied
    Originally posted by Ingwe Ingweron
    It seems we have lost the special flavors that used to be reserved for certain artifacts. E.g., Narya which used to always be a "Ruby Ring", now is listed merely as a "Ring". Was this intentional?
    Originally posted by Nick
    I don't recall changing this - maybe it's been gone for a while?
    (First, a correction to my original question, the item listed merely as a "Ring" was the "Ring of Tulkas", Narya it turned out was listed as a "Ring of Fire".

    On further investigation, I can see what has changed. The flavor.txt remains the same, but the runeid.branch is retrieving a different name than previously. E.g.,:

    flavor.txt

    # The Ring of Fire 'Narya'
    fixed:28:Ring of Fire:Red:Ruby

    In 4.0.4, this ring would be listed as a "Ruby Ring".

    It appears to me that this may also be part of the wider bug of artifacts being listed at a distance.

    artifact.txt

    # The Ring of Fire 'Narya'

    name:10:'Narya'
    base-object:ring:Ring of Fire
    graphics:=:d

    Is the Runeid branch retrieving the artifact.txt "base-object" sval instead of (in the case of fixed flavors) the "fixed" "text" from flavor.txt or (in the case of non-fixed flavor artifacts) the base-object sval rather than the flavor?

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  • TJS
    replied
    Originally posted by Nick
    So how about potions, scrolls and mushrooms ID on first use, devices you need to get a successful use? This gets rid of the annoying test cases (quaff potion, fail to identify, find {tried} potion later and have no memory of what you had tested it for), and leaves some testing on devices which you get to carry around and retry.
    The thing is that the cases where you have to try unknown items multiple times are essentially what the id minigame actually is. If it is tedious and annoying then I'd say it should be improved or removed.

    Most consumables appear in stacks now so I don't think there is all that much difference between devices and consumables with regard to id. I think some UI improvements telling you what you've tested for might help somewhat.

    I think part of the problem was touched on earlier in that there is too much rubbish in the game which makes the whole id game boring and time consuming. Identifying is fun when you have to make an effort to identify something and then you can go on and use it immediately which rarely happens.

    Take the potions of resist heat and cold. They turn up on the first few levels, they are identified by just quaffing them so there's no gameplay involved there. And then there's absolutely nothing to use them on at all until much much later on in the game. In fact I never use them for any sort of character ever. Casters and priests get resist fire and cold and warriors either avoid big breathers or wait until they get the immunity to take them on. Identifying them early is completely trivial, gives the player no gameplay benefit for ages and you won't even hold on to them for that long even if you plan on using them later anyway.

    So to improve these it would be fun to have things which burn early on that you can test the potions with to id them and then some early breathers with low HP/melee or higher HP with fire melee that you can kill once you've identified them giving the player an incentive to go that extra mile to bother to id them. Or maybe add other ways to id stuff like testing objects on each other, a wand of fire bolts on a shield for example or even yourself to id everything you're wielding and any potions you've quaffed.

    At the moment whenever I see an unidentified item I assume it's just junk because 90% of the time it is, but of course you have to trudge through identifying it all because eventually something half decent will turn up. I think the id minigame could be great fun, but the game really needs to be designed and balanced with it in mind to avoid it becoming trivial and boring.
    Last edited by TJS; March 8, 2016, 14:05.

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  • Ingwe Ingweron
    replied
    Originally posted by Estie
    I found a turquoise ring(??), when worn, it said +3 to digging. Ok, thats a ring of digging.
    When I recalled to town, I went to level 1 and started digging with the ring equipped to get it identified. 10 minutes in, half a screen worth of rock removed and activating it whenever the cd is off, and it still wont tell me. What do I need to do to have it identified ?

    Edit: it doesnt say anything about unknown properties remaining, meaning that is is fully identified, just doesnt reveal its name, so its a bug ?
    I think it is a little bit of a bug, but this is how all activatable rings work (Digging, Ice, Flames, etc.). To "identify" them, @ must wield them, then activate them (the ?? drops off)...

    Then the bug part, you have to drop the item on the floor, then walk over it or pick it up and it should show as identified.

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  • debo
    replied
    Originally posted by PowerWyrm
    Unfortunately, you have to wield your *slay animal* for 3000 turns to identify slow digestion. So equip it, rest 3000 turns, and it should identify.
    Alternately, remove *slay* things and just have "slay" things

    Leave a comment:


  • Estie
    replied
    Originally posted by Carnivean
    Do we still have potions of Lose Memories that now have to be ID'd by use? If so, why?
    To force you to carry potions of restore life levels, which you would never do without the threat of lose memory ?

    Leave a comment:


  • Carnivean
    replied
    Do we still have potions of Lose Memories that now have to be ID'd by use? If so, why?

    Leave a comment:


  • Nick
    replied
    Originally posted by TJS
    What is the thinking of automatically identifying consumables on use?

    The fact that you had to see their use in action was the only part of the old id system that actually worked and was fun before in my opinion.
    So how about potions, scrolls and mushrooms ID on first use, devices you need to get a successful use? This gets rid of the annoying test cases (quaff potion, fail to identify, find {tried} potion later and have no memory of what you had tested it for), and leaves some testing on devices which you get to carry around and retry.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    It seems we have lost the special flavors that used to be reserved for certain artifacts. E.g., Narya which used to always be a "Ruby Ring", now is listed merely as a "Ring". Was this intentional?
    I don't recall changing this - maybe it's been gone for a while?

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    Amulets of Adornment are totally pointless now. Er, not that they ever weren't, but since they have no runes they're now auto-identified from the start, so there's no chance of the player ever being fooled into picking them up or wearing them.
    Their use now is restricted to:
    1. Player sees unknown amulet
    2. Player walks over to amulet to pick it up
    3. Player sees it is junk, ignores it

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  • Nick
    replied
    Originally posted by Estie
    I found a turquoise ring(??), when worn, it said +3 to digging. Ok, thats a ring of digging.
    When I recalled to town, I went to level 1 and started digging with the ring equipped to get it identified. 10 minutes in, half a screen worth of rock removed and activating it whenever the cd is off, and it still wont tell me. What do I need to do to have it identified ?

    Edit: it doesnt say anything about unknown properties remaining, meaning that is is fully identified, just doesnt reveal its name, so its a bug ?
    Same bug mentioned upthread that was making =Flames not identify - will be fixed in the next build.

    Leave a comment:


  • Estie
    replied
    I found a turquoise ring(??), when worn, it said +3 to digging. Ok, thats a ring of digging.
    When I recalled to town, I went to level 1 and started digging with the ring equipped to get it identified. 10 minutes in, half a screen worth of rock removed and activating it whenever the cd is off, and it still wont tell me. What do I need to do to have it identified ?

    Edit: it doesnt say anything about unknown properties remaining, meaning that is is fully identified, just doesnt reveal its name, so its a bug ?

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Estie
    I have been playing more games (with deaths due to carelessness in lategame), and I end up with the house full of things that I (the player) know what they are but the game wont tell me.

    For example: I found a scimitar that raised int. So I went to the trouble of carrying it around till I saw a suitable group of animals, proceeded to melee said animals till the "slay animal" rune was revealed, and now it is still not fully identified (it is of course of *slay animal*). Given that it is an ego type I couldnt care less about, I am just going to discard it since my house is already stuffed with other non-ided items.

    Somehow it feels not satisfactory that the awesome runes I care about like speed auto identify almost from the start when I find the first -speed mixed blessing item, while a random low value rune like slow digestion gives me trouble.

    Would it make the whole rune system superfluous if the bm bought all items with unknown runes, and selling would identify them ?
    Unfortunately, you have to wield your *slay animal* for 3000 turns to identify slow digestion. So equip it, rest 3000 turns, and it should identify.

    Leave a comment:


  • Estie
    replied
    I have been playing more games (with deaths due to carelessness in lategame), and I end up with the house full of things that I (the player) know what they are but the game wont tell me.

    For example: I found a scimitar that raised int. So I went to the trouble of carrying it around till I saw a suitable group of animals, proceeded to melee said animals till the "slay animal" rune was revealed, and now it is still not fully identified (it is of course of *slay animal*). Given that it is an ego type I couldnt care less about, I am just going to discard it since my house is already stuffed with other non-ided items.

    Somehow it feels not satisfactory that the awesome runes I care about like speed auto identify almost from the start when I find the first -speed mixed blessing item, while a random low value rune like slow digestion gives me trouble.

    Would it make the whole rune system superfluous if the bm bought all items with unknown runes, and selling would identify them ?

    Leave a comment:

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