Suppress scroll titles once identified?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Sky
    Veteran
    • Oct 2016
    • 2321

    #16
    Originally posted by fph
    I like the idea and I think it's a step forward in usability. Some remarks:

    * monsters have the same colour along different runs, and no one complains about that: on the other hand, we find it extremely useful and I am sure everyone would object to randomizing them.
    * things get weird when flavours imply colours: if a healing potion is a grey ! when unidentified and a blue one when identified, why do we call it "gloopy green"? Probably this means that we should switch at the same time to using only non-color flavours (such as swirly/murky/etc.). Time to open a thesaurus and look for a lot of these adjectives.
    you would not; you would have
    a mysterious potion {*12}
    a mysterious potion {*09}
    4 mysterious potions {*15}

    the number is randomized. Or, rather, you would not see it because you dont actually need to. What's above there is what the game sees, what you would actually see is just

    2 mysterious potions
    1 mysterious potion
    6 mysterious scrolls
    2 mysterious scrolls

    etc..
    there is no need to use flavours to differentiate items if they have not been identified - your only marker is how many you have (so if you are at Dl5 and you got

    16 mysterious potions
    8 mysterious scrolls

    you know they are !CLW and ?Light, just because of how common they are. But you do not need to know the difference between
    a mysterious scroll, and
    a mysterious scroll

    because there is no way the flavour could have relevance in your decision to pick either for ID-by-use.
    "i can take this dracolich"

    Comment

    • NightLizard
      Rookie
      • Dec 2018
      • 24

      #17
      I like it! I like the "mysterious potion" over flavours too. But I expect removing flavours would be considered controversial by many.

      Comment

      • Huqhox
        Adept
        • Apr 2016
        • 145

        #18
        Originally posted by NightLizard
        I like it! I like the "mysterious potion" over flavours too. But I expect removing flavours would be considered controversial by many.
        It has to be said, having flavours adds.... flavour. Having everything as "Mysterious X" is fine from a game mechanic point of view but for me personally it removes an important element of description from the game.

        Maybe there is some sort of compromise that can be reached? Non-colour adjectives is one way, but if you found a potion wouldn't the first thing you thought of was it's colour? Maybe describe the bottle/flask instead?

        (Note: s/our/or/g depending on where in the world you are)
        "This has not been a recording"

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2321

          #19
          then do the same as scrolls;

          a potion of {rexo thama whim}
          2 potions of {allus phag}
          6 potions of {xemeth abdar}
          a potion of {mas kume noth}
          "i can take this dracolich"

          Comment

          • EpicMan
            Swordsman
            • Dec 2009
            • 455

            #20
            I really like this idea.

            I prefer the descriptive labels for potions for whatever reason. Maybe
            a glowing potion
            2 swirling potions
            6 bubbling potions
            a smoking potion
            etc.

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              #21
              Originally posted by Sky
              ... what you would actually see is just

              2 mysterious potions
              1 mysterious potion
              6 mysterious scrolls
              2 mysterious scrolls

              etc..
              there is no need to use flavours to differentiate items if they have not been identified - your only marker is how many you have (so if you are at Dl5 and you got

              16 mysterious potions
              8 mysterious scrolls
              .....
              I disagree slightly. Every unid type potion or scroll shouldn't stack with every other unid potion or scroll. There should still be differentiation of the items in the pack, not just every potion being one homogeneous group of "mysterious".
              “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

              • fph
                Veteran
                • Apr 2009
                • 1030

                #22
                Originally posted by Sky
                2 mysterious potions
                1 mysterious potion
                6 mysterious scrolls
                2 mysterious scrolls

                etc..
                there is no need to use flavours to differentiate items if they have not been identified - your only marker is how many you have (so if you are at Dl5 and you got

                16 mysterious potions
                8 mysterious scrolls

                you know they are !CLW and ?Light, just because of how common they are. But you do not need to know the difference between
                a mysterious scroll, and
                a mysterious scroll

                because there is no way the flavour could have relevance in your decision to pick either for ID-by-use.
                I'm not sure I get your point. You seem to support this "mysterious potion" idea, but in your post you point out what is (in my view) actually an argument for the opposite. More in detail: suppose I see an un-identified potion inside a monster pit. If I can see flavours, I can tell immediately that it is the same potion as the 16 mysterious potions in my inventory, and hence that it is not going to be worth my time clearing the pit. If I can just read "mysterious potions", I am in the clear.

                (Note that runes work like "mysterious properties" in their current implementation: there is no way to know if a rune is the same one as my unidentified amulet which I am pretty sure it's Resist Acid).
                Last edited by fph; December 18, 2019, 21:13.
                --
                Dive fast, die young, leave a high-CHA corpse.

                Comment

                • Sky
                  Veteran
                  • Oct 2016
                  • 2321

                  #23
                  they would not stack.

                  the "problem" is that "a gloopy green potion" has the icon of a green potion. a "speckled gold potion" has a speckled gold icon. this doesnt happen with scrolls.

                  so we would need a system where if you have extended flavours showing, the potions would have a {flavour} which does not match the current icon.

                  So you'd have

                  X potions of {abda sedabda}
                  Y potions of {nabeda madeda}
                  etc..
                  and once identified they would become
                  X {gloopy green} potions of Heal
                  Y {coagulated crimson} potions of Berserk Rage

                  if you simplify this, you would have
                  X unidentified potions <- DOES NOT STACK
                  Y unidentified potions <- DOES NOT STACK

                  they would have the extended flavours hidden so you wouldnt see them. They would also all have a identical gray icon. Once identified, they would be matched to the correct icon, which can then be persistent over different games.
                  "i can take this dracolich"

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #24
                    Originally posted by Sky
                    they would not stack.

                    the "problem" is that "a gloopy green potion" has the icon of a green potion. a "speckled gold potion" has a speckled gold icon. this doesnt happen with scrolls.

                    so we would need a system where if you have extended flavours showing, the potions would have a {flavour} which does not match the current icon.
                    I think I see where you're going with this now. It makes some sense to me. Although, I wouldn't remove some flavor entirely. Having everything be "mysterious" is just too generic to me. Certainly have the icon be grey until identified, then have it be an appropriate color. As an earlier post suggested, the unidentified flavor could instead of being gloopy green or speckled gold, just gloopy or speckled, or some other words without color could be used.
                    “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

                    • mrfy
                      Swordsman
                      • Jul 2015
                      • 328

                      #25
                      I like the current method of having potions of various colors appear as their colored character. Going to a generic "unidentified" potion for the ones not discovered yet is removing flavor from the game.

                      Comment

                      Working...
                      😀
                      😂
                      🥰
                      😘
                      🤢
                      😎
                      😞
                      😡
                      👍
                      👎