It's fun for me because it is another layer where you can take calculated risks that may or may not turn out well. The idea is, I'm in a somewhat dangerous situation and might have an unid scroll/ potion in my inventory that solves the situation. This is worse for the survival chance of the char than having perfect id but it does create excitement. It also takes some skill/ game knowledge to gauge the risks. You can also try things in a save situation but then you potentially waste one. Another trade off that allows for different play styles.
I'm in favour of auto-id everything if you try it, no matter whether it triggered anything or not. Otherwise you do get the hassle of having to write down everything you did try which did not id.
Rune-based ID - yes or no?
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I really wish I understood what's fun about this, but it just seems like an annoyance. I guess now that all the bad potions are removed (I miss them) it doesn't matter so much, but basically it's just a system of blindly trying things and having to write down everything you've tried for each consumable, no? I've never understood why anyone voluntarily does ID by use.
* Provide magical ID for items. Everyone IDs everything before they use it, so ID basically just acts as a weak tax on playing the game. This is not interesting.
* Automatically ID everything for the player (i.e. unidentified items simply do not exist). This actually works just fine but goes against deeply-held religious beliefs in the roguelike community.
* ID everything by use. This is where we stand right now.Leave a comment:
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I really wish I understood what's fun about this, but it just seems like an annoyance. I guess now that all the bad potions are removed (I miss them) it doesn't matter so much, but basically it's just a system of blindly trying things and having to write down everything you've tried for each consumable, no? I've never understood why anyone voluntarily does ID by use.Leave a comment:
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I like rune id (since mage keeps "identify one rune" spell). It accelerates sifting through the garbage items. I do not like identify only by use for consummables. But it's still an improvement all things considered, so I say go forwards.Leave a comment:
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I really like the idea of encouraging/ forcing id by use but that is a personal choice. You can also id by selling and rebuying in town which provides a good option if you don't want to id by use. If you sell them garbage you got lucky but if you sell something really nice, it will be expensive to buy back. But then money gets irrelevant in late game anyway. So to me this part already seems nicely balanced.
There are other issues, like when potions/scrolls/etc identify by use and how common means of direct id should be but that is a different topic.Leave a comment:
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Agree with this especially as we are back to stuff not always being ID on use; it's pretty tedious to have an unidentified scroll of e.g. detect invisible and having to keep trying it on the offchance there's an invisible monster within detection range.
There was talk of having Identify and Identify Rune as two different scrolls; that might be a good solution with about the rarity they are now. Or allow ?Identify to identify either a rune or a consumable (but probably prevent the spell from doing this? Think that's another debate entirely)Leave a comment:
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Currently, the only drawback of rune-based ID is having to sell and rebuy unID scrolls and potions at 2k or so, so you don't accidentally waste a *healing* potion or a scroll of mass banishment from ID-by-use. After a while, scrolls of identify become useless since you have discovered the meaning of all runes. It would maybe be useful to re-allow ID scrolls to ID flavors.Leave a comment:
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Vanilla Necromancer class, books, and monsters TBA soon.
Let us hope it works better than variant necromancy.Leave a comment:
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The basic idea is fine with me, but as I understand it, you have to ID consumables by use? I hate doing that now, I never use unidentified stuff, and I can't imagine finding it fun to have to do that every game. I much prefer just being able to identify stuff easily. This seems like a change that's good for iron-manners or people who *can't* ID things conveniently, but a significant inconvenience for people playing with ubiquitous ID (e.g. mages).
As I understand it, equipment is fine because identify rune exists, but if it didn't I would find this a very frustrating change.
Overall, I'm open to experiments and changes, but one of the things I've always liked about Angband is being able to identify stuff easily.
.... and now I just realized I have necromancied an ancient and resolved thread with my not very interesting input. Sorry.Last edited by Valkenar; September 11, 2016, 20:44.Leave a comment:
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OK, I think that's sufficient to go ahead.
To those who don't like the change, I'd say give it a chance, and consider it in the context of other things that are changing. I have two main principles in mind when making changes:
1. Rethink how the game might have been originally designed if made for today's computers
2. Consider changes to areas of the game which have been repeatedly complained about
Also, I ... three main principles.
3. Consider including successful, fitting features from variants, or even non *band roguelikes
Please continue to contest any ideas coming from the devteam - I know I personally really need that to keep me in lineLeave a comment:
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100% this! - I have my quibbles with Rune-ID, but they are trivialities when compared against the huge gameplay improvement Rune-ID bringsLeave a comment:
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I am also less eloquent than some other posters, but I enjoy novelty over certainty, so I'd always give things a shot, with the knowledge that everything can be rolled back.
Besides that, apart from a few niggles, the rune-Id system is not perfect, but far superior in general 'gameplay' feeling to the old Id (which was already streamlined from needing *Id* for everything worth keeping).
So, in general, don't hold back a new feature because it is not 100% perfect, only hold back if it is not marginally better than the current situation. Specifically, I find Rune-Id better than 'old'-Id.Leave a comment:
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Hey, only recently started playing (about 2 months ago, been lurking these forums since) so take this post as such.
Although I have not won a game yet, I have repeatedly gotten to the point where I found myself buying ludicrous amounts of staves of indentify on non magic characters to keep up with the identify game starting around dlvl40+.
I have followed the development of the runeid branch and found that it has pretty much entirely replaced 4.0.4 for me.
I think it's a great improvement and voted in favour as a result.Leave a comment:
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