Rune-based ID

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    Originally posted by PowerWyrm
    I understand that pseudo-id is gone... but why removing the ego quality squelching categories? Before, I could squelch slay dragon and such vs westernesse and such by choosing "excellent but not splendid" as a category. Now I have to select "non-artifact" and squelch all egos in the ego item ignore menu manually...
    Because the inscriptions "excellent" and "splendid" no longer appear in the game, and even the concepts they represent are no gone in the new ID system.

    The =Mouse issue is now fixed in development - thanks PowerWyrm and spara for working that out.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Bogatyr
      Knight
      • Feb 2014
      • 525

      So I'm still wondering: what compensations are mages receiving in return for the loss of the identify spell? The "mage bargain" (total knowledge [detects, identify] and eventual control [kelek's] over the game/dungeon, at the expense of being very weak for a very long time) is being weakened fairly considerably in my eyes with rune ID.

      Comment

      • AnonymousHero
        Veteran
        • Jun 2007
        • 1393

        Originally posted by Bogatyr
        So I'm still wondering: what compensations are mages receiving in return for the loss of the identify spell? The "mage bargain" (total knowledge [detects, identify] and eventual control [kelek's] over the game/dungeon, at the expense of being very weak for a very long time) is being weakened fairly considerably in my eyes with rune ID.
        Why do they need one?

        Comment

        • Bogatyr
          Knight
          • Feb 2014
          • 525

          Because it seems kind of unbalanced to take an aspect of the game where one class is far better than the others, and just remove it. The mage suffers quite a lot already for its weakness, for which it is made up in convenience and control/knowledge. But like I said, I seem to be in the minority on this point, so oh well. It is always a "magical moment" for a mage to reach clev 11, a turning of a major corner in the early game.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            Originally posted by Bogatyr
            Because it seems kind of unbalanced to take an aspect of the game where one class is far better than the others, and just remove it. The mage suffers quite a lot already for its weakness, for which it is made up in convenience and control/knowledge. But like I said, I seem to be in the minority on this point, so oh well. It is always a "magical moment" for a mage to reach clev 11, a turning of a major corner in the early game.
            Eh, having Identify was nice, sure, but I never really felt like it was a big turning point for mages, because literally every class carried enough identification to ID everything before trying it on, if necessary. It's just that most classes used consumables for that purpose, rather than spells.

            So yeah, I'd say you're in the minority here. I don't feel like the mage needs to be compensated for the loss of this spell any more than any other class needs to be compensated for the loss of purchasable Identify consumables.

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              Originally posted by Derakon
              So yeah, I'd say you're in the minority here. I don't feel like the mage needs to be compensated for the loss of this spell any more than any other class needs to be compensated for the loss of purchasable Identify consumables.
              Count me in on the minority report. I think mages and priests should keep their Identify spell, although modified to only identify a single rune. In addition isn't there now an Identify scroll to identify single runes? (My only complaint with the scrolls was they stopped appearing after a certain depth, resulting in deep diving being penalized from lack of identify). Isn't this the way it works on both counts now in the nightlies, or has that been changed again?
              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

              Comment

              • Bogatyr
                Knight
                • Feb 2014
                • 525

                Originally posted by Derakon
                Eh, having Identify was nice, sure, but I never really felt like it was a big turning point for mages, because literally every class carried enough identification to ID everything before trying it on, if necessary. It's just that most classes used consumables for that purpose, rather than spells.
                Consumables run out, especially when you hit vaults. This just happened to an on-again-off-again warrior I'm playing, who entered the dungeon with a stack of 40 charges in identify staves, and still ran out. Getting the identify spell was always HUGE for me, and still is. Humbug.

                The mythos of the mage is that you get almost all of the most useful utilities, in infinite supply.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  Originally posted by Bogatyr
                  Consumables run out, especially when you hit vaults. This just happened to an on-again-off-again warrior I'm playing, who entered the dungeon with a stack of 40 charges in identify staves, and still ran out. Getting the identify spell was always HUGE for me, and still is. Humbug.
                  By the time you're hitting vaults in any significant quantity, you should know enough runes that almost every item should auto-ID anyway. The entire goal of rune-based ID was to reduce the amount of identification the player had to do without stripping away the concept of un-identified items altogether.

                  Comment

                  • debo
                    Veteran
                    • Oct 2011
                    • 2402

                    Give mages the id spell back, have it id all runes on all items in LOS but permanently drain 1 int.
                    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                    Comment

                    • Bogatyr
                      Knight
                      • Feb 2014
                      • 525

                      Originally posted by debo
                      Give mages the id spell back, have it id all runes on all items in LOS but permanently drain 1 int.
                      Great idea, but how about draining cha instead

                      Comment

                      • Bogatyr
                        Knight
                        • Feb 2014
                        • 525

                        Originally posted by Derakon
                        By the time you're hitting vaults in any significant quantity, you should know enough runes that almost every item should auto-ID anyway. The entire goal of rune-based ID was to reduce the amount of identification the player had to do without stripping away the concept of un-identified items altogether.
                        Well I'll have to playtest it, but given that mages (at least mine) avoid all melee combat means that runes will be very dangerous to figure out. Rune id forces melee in order to identify things, unless I'm missing something? That's effectively forcing a pretty dramatic play style change.

                        How about giving mages then some "remote melee" (boomerang?) spell that lets them try out weapons (regardless of weight) without stepping into melee range? That would be decent compensation for loosing their prior "I know everything about everything" at clev 11.
                        Last edited by Bogatyr; August 18, 2016, 20:12.

                        Comment

                        • Bogatyr
                          Knight
                          • Feb 2014
                          • 525

                          Never mind, all is good. I'm running the July 30 nightly and I see there is a mage spell at clev 11 "Identify" that identifies one unknown rune.

                          Comment

                          • Bogatyr
                            Knight
                            • Feb 2014
                            • 525

                            After spending some play time with it, I will say I like the rune-based ID -- mage has identify rune spell, so mage play is fine. ID only by sell/use for consumables introduces inventory pressure, which while as a character I find annoying, does introduce some more trade-off in play.

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2631

                              So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

                              Edit: Seems if I go punch something I now know what weapons & armour are
                              Last edited by wobbly; September 9, 2016, 18:53.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9637

                                Originally posted by wobbly
                                So not sure if it's intentional, but if you turn off "start with a kit of useful gear" & walk in to a shop, weapons display as 0d0 & all armour as 0 AC.

                                Edit: Seems if I go punch something I now know what weapons & armour are
                                I think technically that's a bug. The first iteration of rune-based ID the weapon dice and armour class weren't even displayed until the player had used them; that changed, but it looks like I missed that birth option.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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