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Programming / Re: Breaking Items
« on: June 12, 2012, 08:28:59 PM »"My wand of polymorph was in a terrible huff on Wednesday and would only turn things into pink ostriches, no matter how I begged and pleaded."Nice.

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"My wand of polymorph was in a terrible huff on Wednesday and would only turn things into pink ostriches, no matter how I begged and pleaded."Nice.
For example, if you consistently use a Wand of Fire to target enemies at a distance of 3 and rarely use it under other circumstances, the wand eventually closes its max/min range around the most frequent distance (and direction).That also sounds really good. I've recently been looking into limiting how much of an effect the RNG has on tactics and strategy, and that sounds like it would fit pretty well.
Well, thanks for that, you made my day when I saw thatAlso, who voted for "Remember to Explain Your Answer"? I thought that it would be obvious that's not a real choice.
That would be me. I just couldn't resist when I saw it listed as one of the alternatives
It's about the sake of "beating the game".What if all scrolls (for example) had a "bad" and "good" side effect (this is a no-id game I'm talking about)? The player would assume that the "bad" side effect is for balancing (maybe because there is no id). However, the "Mac Gyver Effect" (nice term, by the way) comes in when they realize the "bad" side effect may be just as useful as the "good" side effect, just not as obvious.
In the non-id scenario, useless scroll are there already identified so the player knows that they're there for a positive purpose and the devs thinked about a good use even for them. So no Mac Gyver effect!
An important thing is not to just copy what other games have done. There are always new ways of doing things.There's something I wholeheartedly agree with.
Of course the identify-minigame will be done and obsolete by endgame.Honestly, I don't think you lose anything. Take Brogue, for example. I pick up a spear. But, being the cautious guy I am, I don't equip it. I then find out its cursed, and throw it in the nearest lava pit. I might as well never had it, since I didn't use it anyway. Or a cursed ring. I don't put things on unless I know that they aren't cursed, but when I find out that ring is useless to me, i trash it. There's no point to keeping it, unless I want to waste enchantments bringing it up to +-something.
But you lose so much by removing it!
It's not integral. You might want to listen to this roguelike radio episode which is about identification systems and makes a good case against item identification (imo), it convinced me that item identification is not a good feature. I no longer plan to have that feature in my game. If only because it's benefits seem marginal compared to having to implement the feature. Id rather implement a more useful, perhaps more original feature.Thanks for the link. Sounds cool, though I haven't had a chance to listen to it.
http://roguelikeradio.blogspot.co.uk/2012/04/episode-30-identification-systems.html
Identify systems are one of the major blunders of the roguelike genre. They introduce tedium and chance at the expense of strategy at the beginning of a game. At the end of a game they no longer exist. So what exactly is the benefit? That is for consumables. In terms of equipment I am completely on board with needing to wear your armor or use your sword to learn its effect etc, assuming you have identify scrolls or something for important items and they do not have asinine effects.Thanks, you gave me some interesting points to think about.