OK, well see how you like my next proposal. It's a simple change to 1 line of object.txt: Rod of Perception goes from depth 55, rarity 6 to depth 30, rarity 1. I think this (together with the lack of *ID* in FA) brings a nice clean end to the ID mini-game at about the time it is starting to seem pointless.
experimenting with minimal id
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OK, well see how you like my next proposal. It's a simple change to 1 line of object.txt: Rod of Perception goes from depth 55, rarity 6 to depth 30, rarity 1. I think this (together with the lack of *ID* in FA) brings a nice clean end to the ID mini-game at about the time it is starting to seem pointless.
A.Ironband - http://angband.oook.cz/ironband/Comment
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Not until the site is back up. I have a copy of r1059 (about half a dozen revisions back) if you're really eager to start work on that, send me an email and I'll send it, but maybe not worth it as the site will probably be back up in a day or two.Comment
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OK, well see how you like my next proposal. It's a simple change to 1 line of object.txt: Rod of Perception goes from depth 55, rarity 6 to depth 30, rarity 1. I think this (together with the lack of *ID* in FA) brings a nice clean end to the ID mini-game at about the time it is starting to seem pointless.Now playing Abasorix, half-troll warrior in V-4.0.5.Comment
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EDiT: it's back. enjoy!Last edited by takkaria; December 29, 2008, 14:58.takkaria whispers something about options. -more-Comment
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OK, well see how you like my next proposal. It's a simple change to 1 line of object.txt: Rod of Perception goes from depth 55, rarity 6 to depth 30, rarity 1. I think this (together with the lack of *ID* in FA) brings a nice clean end to the ID mini-game at about the time it is starting to seem pointless.
...Thinking about it, the only actual gameplay difference between copious RoP's and id on pickup is that the former takes up an inventory slot and requires some extra keypresses. Something to think on...Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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This may or may not be accurate, but I believe that activation is based on the objects depth - therefore making it native to level 30 should also make it easier to activate.Comment
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> Antoine wrote:
>> Takkaria wrote:
>>> Antoine wrote:
>>> [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??
This, maybe, explains why I was so enamored of the Alchemy effect in Z, and made it so much more common in Z+. Gold-gathering in Z+ is entirely different from in vanilla because of the ready availability of Scrolls of Alchemy.
For those not familiar, Alchemy turns an object into gold; the amount of gold it turns into is related to its true worth, but a bunch less than you would get in a store. So, if you alchemize a {good} item, you get gold based on its true value, without having to ever ID its plusses.
So, what about a town Alchemist that would turn objects into gold for you, giving you say 30% of the object's true value, but *not* identifying it? This would completely remove the need to ever ID anything for gold-gathering purposes.
This might also let you implement the suggestion to disallow merchants from buying (and thus ID'ing) potions/mushrooms/scrolls. Instead, players bring them to the Alchemist, who will let them discover that the object is worthless, but not tell them exactly what kind of worthless object it is. (Ideally, the whole object flavor would be marked so that the player learns {worthless} when they come across more un-id'ed potions of blindness.) And even beyond that you get an idea of the relative value of objects; if one mushroom turns into 20 gold and another turns into 500; you know which one is likely to be the mushroom of restoration.
Adding a portable alchemy ability to the game is another possibility but is a much bigger game change, because it lets you cut out the trip to town and do your "selling" in the dungeon.Last edited by Mangojuice; December 29, 2008, 18:57.-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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"Depth = 30" means it will not be found before dungeon level 30, but has no bearing on rarity. "Rarity = 1" (from rarity 6) means a sixfold increase in its common-ness, so yes, it will.takkaria whispers something about options. -more-Comment
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...not that that would be terrible...Now playing Abasorix, half-troll warrior in V-4.0.5.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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IMO there ought to be deep items whose whole purpose is that they are easier to activate than the shallower versions of similar items.Comment
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Yes, probably. When are you going to release your V patch as a full-blown variant with all this stuff fixed, so the rest of us can start stealing code from it?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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