experimenting with minimal id
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takkaria whispers something about options. -more-Comment
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2. Once a weapon or armour is pseudo-id'd, make the component of its sale price which relates to hit, damage and AC plusses not depend on whether it is identified [This means I don't have to ?-ID 'good' items which I plan to sell]
3. Make shopkeepers refuse to buy unidentified potions, scrolls and mushrooms [This means I have to use-test consumables]
4. Remove !Death and !Ruination and all other extremely adverse consumables [This means I feel I can use-test consumables]
5. When I hit a monster and do extra damage from a slay or brand, change the message accordingly - "You smite the Hill Orc!" for Slay Orc weapons, "You burn the White Wraith" for fire branded ammo. [This helps me use-id ego weapons and ammo, and adds flavour]
6. When I wield an unidentified weapon or armour, if it gives visible bonuses that can only come from egos or artifacts (like stat bonuses), give it the {excellent} pseudo-id status. [This helps me use-id ego items]
7. Halve the sale price of all items, and double or triple all gold drops. [I just thought I'd try to sneak this on the end]"takkaria whispers something about options. -more-Comment
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>> [suggestion that identification should not change the sale price of wands]
> I'm in favour of displaying charges of wands without ID, which amounts to the same thing.
Even better.
>> [suggestion that identification should not change the sale price of 'good' weapons and armor]
> I'm not a massive fan of this, really.
Fair enough. Do you agree, though, that there should be some way around the need to ID 'good' weapons and armor purely for sale purposes??
An alternative approach would be to show the plusses of pseudo-id'd items once you wield them, or hit a monster with them N times... as per Eddie. Or for AC bonuses of armor, I suppose that's 'get hit by monsters N times'.
>> [suggestion that you should not be able to sell unidentified potions, mushrooms and scrolls]
> It's an idea, but is the opposite approach Eddie is taking (that you can sell for no money for instant-id). I can see the benefits of either.
Yah. If you want to favor use-id over shop-id, then I'd say go with mine (especially now you've taken out !Death - nice).
>> [flavor text for successfully using a brand or slay]
> Yeah, this is good.
Want a patch?
>> [wielding an unidentified ego item with obvious bonuses causes 'excellent' pseudo-id]
> That works too.
Again, want a patch?
> Why this over halving the sale price of all items and decreasing item costs by two or three times? What's the problem this suggestion is trying to address?
Yeah, that would work too. Saves fiddling with gold drops I guess.
I guess it's a step towards Eddie's no-selling-to-shops, which I like. Primary effect is to incentivise players to pick up less junk for purposes of sale, secondary effect is to reduce the amount of Id needed to identify said junk.
A.Ironband - http://angband.oook.cz/ironband/Comment
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Originally I had no selling at all, but I changed to selling for 0 because some people said they would refuse to play otherwise.Comment
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>> [suggestion that identification should not change the sale price of 'good' weapons and armor]
> I'm not a massive fan of this, really.
Fair enough. Do you agree, though, that there should be some way around the need to ID 'good' weapons and armor purely for sale purposes??
An alternative approach would be to show the plusses of pseudo-id'd items once you wield them, or hit a monster with them N times... as per Eddie. Or for AC bonuses of armor, I suppose that's 'get hit by monsters N times'.
>> [flavor text for successfully using a brand or slay]
> Yeah, this is good.
Want a patch?
>> [wielding an unidentified ego item with obvious bonuses causes 'excellent' pseudo-id]
> That works too.
Again, want a patch?
> Why this over halving the sale price of all items and decreasing item costs by two or three times? What's the problem this suggestion is trying to address?
Yeah, that would work too. Saves fiddling with gold drops I guess.
I guess it's a step towards Eddie's no-selling-to-shops, which I like. Primary effect is to incentivise players to pick up less junk for purposes of sale, secondary effect is to reduce the amount of Id needed to identify said junk.takkaria whispers something about options. -more-Comment
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> > 4. Remove !Death and !Ruination and all other
> > extremely adverse consumables
> > [This means I feel I can use-test consumables]
>
> Already done in the dev branch.
Ah. Why not an approach similar to S or Un, where you don't die if use-iding at more than half HP and any other bad effects (e.g. stat drains) are temporary, but very pronounced? I think it adds to the excitement of use-id and presents the unique opportunity to a bored overpowered player, to play a mage with INT halved, a ranger that is better with wands than bows or a tank warrior suddenly finding himself with 1 HP and halved CON in the middle of the level, for a couple of thousands of turns...Comment
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> > 4. Remove !Death and !Ruination and all other
> > extremely adverse consumables
> > [This means I feel I can use-test consumables]
>
> Already done in the dev branch.
Ah. Why not an approach similar to S or Un, where you don't die if use-iding at more than half HP and any other bad effects (e.g. stat drains) are temporary, but very pronounced? I think it adds to the excitement of use-id and presents the unique opportunity to a bored overpowered player, to play a mage with INT halved, a ranger that is better with wands than bows or a tank warrior suddenly finding himself with 1 HP and halved CON in the middle of the level, for a couple of thousands of turns...takkaria whispers something about options. -more-Comment
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I'm not a massive fan of this, really. The information leakage bothers me—it means stores are buying based on what the storekeeper can discern rather than what the player knows, and if this were to be adopted as game philosophy, I'd want it to take account of ego items the storekeeper would know too.
I think as an all-around note of caution it should be kept in mind that id by trial is the nethack paradigm, simply by virtue of the fact that ?id is so rare in that game.
The mission, I think, is to make the identification of objects a fluid part of the combat system - not to eliminate ?id in favor of trial simply for the sake of it, and not to create an id subgame. The opposite, in fact, is true: we want to eliminate all id subgames. At least, that's my idea in all of this. Correct me if I'm wrong.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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Better still would be to cut the Gordian knot by disallowing selling to shops...
A.Ironband - http://angband.oook.cz/ironband/Comment
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Should I get rid of quality squelch entirely? If you take the viewpoint that the char should not know the list of possible egos, it would never be safe to squelch all excellent items of any particular type.
I am near to getting a generalized squelch system where you can squelch anything and then any other item dominated by things you have squelched disappears. However, setting up your squelch in a game to accomplish the equivalent of saying "once I have elvenkind armor all lesser body armors are pointless" seems very involved as opposed to simply squelching all non-splendid body armor.Comment
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I think it would be throwing the baby out with the bath water. Angband is actually just a blob of various subgames intricately and randomly mangled together. If we start weeding out subgames, instead of improving them, we may soon run out of the matter Angband is made from.
I'd rather strive to make interesting- the id mini-game taken separately
- the impact on id on the main game
This means that- because a single Angband game can take hundreds of hours, the id game should not get boring as the character progresses
- since Angband is so replayable and is intended to be played all over again many times, every single phase of the id game should be replayable
The example of the id mini-game is the management of unknown potions at the start of the game, especially if trying to minimalize game turns. In V, this may involve buying and selling 1 of each good potion from the stores and selling potions from dungeon to the stores. It influences the main game only by wasting gold and pack space. Arguably, this is not boring wrt a., but somewhat repeatable and artificial wrt b. In S and Un the mini-game is extended with id by use, which speeds the mini-game (diminishes 1), and makes it much less predictable by having potentially large, but random (and not necessarily adverse) impact on the tactical part of the main game (enlarged 2.).
IMHO, the S and Un approach is a good design choice, but of course there are many local maxima of a. and b., and sometimes they may even favour 1. over 2. (though I doubt these would be global maxima --- separate minigames suck).Comment
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Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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