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Design / Re: Thoughts on this identification system idea?
« on: May 15, 2015, 06:24:01 AM »I think the problem with pouring stuff out onto the ground/common environmental features is that there's nothing really at stake (especially if you're only using a bit of the potion) and no reason not to do it. That means that once the player has learned a series of steps to identify a potion it's then a solved problem and they'll just need to repeat those steps every time they play. So, it's realistic, but probably a bit dull in gameplay-terms. You need to give the player some kind of cost to that action to make it an interesting decision.I hear you, and that makes a certain kind of development sense. It's just a game after all and should be about fun more than realism.
But...an interesting decision to me would be one that increases my knowledge of the game. Isn't that the definition of interesting?
Seriously though, I'm still all about realism in my games. I hate artificial gameplay restrictions. The thought that I might not be able to identify a potion any other way without drinking it because this is just a "game" and every decision has to have a "cost" to it...no thank you. I'd rather not even have that "option" in the game. If you're going to make it so I can ID a potion by making the moronic decision to drink it, then you better give me a non-moronic option as well. I should be able to 1) take it somewhere to a REAL alchemist, 2) experiment with it (at LEAST by throwing it at someone), and/or 3) have some way of having/increasing alchemical knowledge myself either during character creation (e.g., Potion Master perk) or throughout the game (e.g., putting points on level into Potion Mastery or Potion Lore, etc.) Those are all interesting decisions, in order of interestingness in my opinion.
And while the original poster's idea to categorize potions so that the moronic decision to