Rune-based ID

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  • Nick
    replied
    Originally posted by Estie
    So I played the rune based id version, and apart from the obvious things that have already be mentioned and will most likely be adressed soon, I found the mid game took a turn towards grindiness. Early game, when many modifiers are interesting, it is exciting to play the id game. But eventually I have to go through all the dozens of different wands/staves/rods, most of which I just want to squelch, and instead of a quick ?id I teleport to town constantly much like with no selling off, to sell unknown flavoured items for id purpose.
    There are two ideas proposed to deal with this:
    1. (my current preferred) Make all devices and consumables ID on a single use, regardless of effect. So rather than a quick ?id, it's a quick use.
    2. Once the planned scroll of "learn an unknown rune on an object" is implemented, allow that to also ID flavors.


    Reducing flavours might work, but I'm a bit reluctant to do any major cutting out of stuff - and this would also impose restrictions on putting new stuff in.

    Originally posted by StMicah
    I don't like the fact the artifacts are known when you are aware of them. Playing the Competition rogue I know artifacts when I use the object detection spell...kind takes the fun out of the discovery of the artifact....at least for me that's part of the addiction...will this be an artifact? Oh yes, another hit of sweet angband love.
    This is a bug, fixed in the latest build (which is linked in this thread and the competition thread). Artifacts should be known on walkover, not on detection.

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  • StMicah
    replied
    +1 to Estie's point, but if that's implemented, I think we should drop the ID tied to clvl...that might be too quick with ID'ing.

    Second, I don't like the fact the artifacts are known when you are aware of them. Playing the Competition rogue I know artifacts when I use the object detection spell...kind takes the fun out of the discovery of the artifact....at least for me that's part of the addiction...will this be an artifact? Oh yes, another hit of sweet angband love.

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  • Estie
    replied
    So I played the rune based id version, and apart from the obvious things that have already be mentioned and will most likely be adressed soon, I found the mid game took a turn towards grindiness. Early game, when many modifiers are interesting, it is exciting to play the id game. But eventually I have to go through all the dozens of different wands/staves/rods, most of which I just want to squelch, and instead of a quick ?id I teleport to town constantly much like with no selling off, to sell unknown flavoured items for id purpose.

    This imo isnt so much an issue with rune based id, but rather with the variety of flavours. Do we really need a multitude of damage actvations for each element ?

    Possible fixes that come to mind:

    - reduce the amount of flavours; wand/rod of fire ball and dragons flame, ring of flames and red dragon scale mail for example are basically the same thing.

    - learning one elemental activation could give knowledge of all: you id a wand of fire bolt, and all other fire based damage activations become known.

    One of the reasons for so many activation items would be that increasing power level is wanted; you find the fire bolt early and do low damage, and dragons flame late for high damage. This could be achieved by scaling the damage done with character level instead of having different wand types.

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  • StMicah
    replied
    I second Ingwe's observation about digging information missing from artifacts....except it shows up on artifact differs (at least on Erebor), but on that there is " +1 ." I suppose that is +1 to light, but thought it is worth mentioning.

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  • Pete Mack
    replied
    [ Head of Vecna (+12,+12) <+5> {?}
    It increases all stats by 5. It increases speed by 5.
    It grants immunity to lightning and cold.
    It grants immunity to paralysis. It grants telepathy.

    It may have hidden powers.

    Leave a comment:


  • Pete Mack
    replied
    Learning the "rune" for damaged armor is not that big an issue in the long run. "Good" armor is so common that you will learn it almost immediately, whether or not you run into an acid jelly. Conveniently, it will show up as {Armor} (?), so you can recognize "good" armor just by examining it. This makes the 3 bonus runes pretty much a gimme, so really who cares about funny side effects from acid damage?

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  • spara
    replied
    This seems to be circling back to two letter runes I suggested very early in this thread . The idea was that each property is a two letter "rune" that's carved to the object. And those runes can be seen when you inspect the object. Just like V4 had. If this is going that way, then the number of exclamation marks in {??} tags could be the number of unknown runes. And to conclude the idea, I would also like to see a knowledge page showing runes know.

    However, the more fuzzy "runic language" approach also has it's appeal being more mystical and not being so gamey. If possible, maybe both of these could be tested? And the one that feels more fun is then selected.

    1. "runic language". @ knows that an object has unknown properties, but does not know how many. This pretty much is the current approach.

    2. "exact runes". @ knows the number of unknown properties of an object and their names (runes). This pretty much is the V4 approach.

    About the AC going down by acid idea. I like that, but I would not break the item or touch the runes. It would be really nasty, if the runes could get destructed. I would just make AC of the item go negative with some low limit. Like -20 or something. After that the object gains immunity to acid . If an equipment does not have acid resistance and AC matters, then @ just has to take that into consideration. I think that would add to the depth of the game.

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  • Pete Mack
    replied
    If you are going to make acid damage permanent, it should be a much rarer event. Currently it happens on essentially every acid attack. This will degrade everything that isn't IGNORE_ACID to dirty rag quality [0,+7] in pretty short order.
    k) Leather Boots of Speed [0,+9] <+3,+9>

    At this point, the item no longer gives 50% acid protection. This is a major gameplay change. It means ego items (except IGNORE_ACID) become much worse than a similar artifact.

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  • Ingwe Ingweron
    replied
    Digging information is missing from artifact weapons.

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  • Nick
    replied
    Originally posted by takkaria
    Maybe acid should lower base AC instead? [edit: just saw that nick already suggested it, should have scrolled down first!]
    Great minds never scroll down

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  • takkaria
    replied
    Originally posted by Derakon
    2) When your average armor gets hit by acid, it suddenly acquires a negative AC rune. This is weird, but I think it's also enough of an edge case that it's not really worth worrying about.
    Maybe acid should lower base AC instead? [edit: just saw that nick already suggested it, should have scrolled down first!]

    Also with a rune-based approach you could have flavourful new messages on disenchanting gear: "your sword's runes slip away"

    Leave a comment:


  • bio_hazard
    replied
    (Mostly) flavor suggestion- some races/classes should know a few runes at outset.

    For Race, know runes based on their intrinsics if any, e.g. gnomes should know FA

    Class specific runes- Warrior knows pFear, Priest knows Slay Undead, Paladin knows Slay Evil, etc...

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  • Derakon
    replied
    Originally posted by yyt16384
    What will happen when it reaches 0? Get destroyed? Not a good idea because some useful ego items don't have IGNORE_ACID.
    Considering that Iron Crowns can be damaged by acid and have an AC of 0, I assume "fully-damaged" armor just stops providing an AC bonus. Full-out nonvoluntary item destruction would be supremely unpopular with our players.

    Leave a comment:


  • bio_hazard
    replied
    Originally posted by Nick
    My instinct is just attempt to increase the enchantment as currently; base AC is physical properties, + to_a is magical. Acid damaged gear can't be fixed.
    I actually kind of like this, but I think most people won't, because it kind of kills the utility of item squelch. If items degrade but are not repairable, it means you'll always be on the lookout for items that are even p-val but undamaged, so you'll have to check your kit, see what's damaged, then figure out how to temporarily unsquelch that until you find a replacement, then resquelch.

    What you propose is more or less like Diablo where armor degrades, except here you aren't allowing it to be fully repaired.

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  • yyt16384
    replied
    Originally posted by Nick
    My instinct is just attempt to increase the enchantment as currently; base AC is physical properties, + to_a is magical. Acid damaged gear can't be fixed.
    What will happen when it reaches 0? Get destroyed? Not a good idea because some useful ego items don't have IGNORE_ACID.

    Leave a comment:

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