What do you really think about *identify* in variants?
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I just realized why we disagree about excitement. My progression is (1) find out it has IGNORE_ACID with an acidball, then (2) wield it and the stealth bonus tells me it is elvenkind and only after that (3) id the thing.Comment
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This presupposes Eddie's ID-by-use patch, as well as short and strong, psuedo-ID. (With V's current model for sticky-curses, the values average, magical, cursed, and excellent are sufficient.)
All this means that I can't vote in the poll. I both hate *Identify*, and like having to do extra work to ID things.Comment
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I am more in favor of a ( Lore) skill, that would increase with player level and experience, to provide a better means of identification for artifacts and heavily cursed items. Leave psdo-id for the common items, and a greater skill like a lore skill for players to identify the more important stuff. Provides a kind of balance, I don't like *ID*, but I think it is now a little to easy to identify magical artifacts, seems like there needs to be something more needed to be able to identify them.Comment
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I voted that I don't feel strongly either way. Anyway, I think the real problem isn't *Identify* but that there are too many things to identify, which spoils the fun.
In Zothiqband I took a three-fold approach to identify:
- Skill-based auto-ID. For example players who put points into fighting skills will learn to identify weapons and armor just by walking over them.
- Aggressive reduction in the Too Much Junk problem. Dungeons now have much fewer items of much higher quality. Go deep enough and {average} items disappear entirely. Go still deeper and {good} and {cursed} vanish too.
- For the rest, Identify and *Identify* are still there, but not overly rare in comparison to the need.
There hasn't been much balancing done yet, but I think I might have found a good middle way.Comment
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