What do you think of them?
Do they really add to a game?
Or would simply giving all infos (or no info but I dont like that) work as well ?
Or maybe simplier ID, just either you dont know or you know all.
Ideas ?
Identify and monster memory
Moderator: Moderator
Identify and monster memory
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Identify and monster memory
I don't think it adds much. After I played for a while I didn't usually need it because I remembered the important issues. It also makes it difficult to play more than one character at a time because the alternate character doesn't have the memory. (I am aware that those two arguments are contradictory.)
Re: Identify and monster memory
So I would make identify to be dependant on Clvl... and also dependant on Class... Also specials still need to be *ID* to find out all the details of what it can do.
So Warrior types would have knowledge of weapons and armour, but not of magical stuff and vice versa.
As for Monster Memory, is it not stored in the save file? If it was separated into its own file and then left as an option for module makers to use (or not)...
So Warrior types would have knowledge of weapons and armour, but not of magical stuff and vice versa.
As for Monster Memory, is it not stored in the save file? If it was separated into its own file and then left as an option for module makers to use (or not)...
Regards
Jon.
Jon.
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- Spiderkin
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- Joined: Sat Mar 18, 2006 12:48 pm
Re: Identify and monster memory
My suggestion is to change Identify to the FAAngband behavior: All items pseudo-id instantly (but accuracy of pseudo-ID is still dependent on class and item type) and Identify does what *Identify* currently does. Much less tedious and adds a little excitement when you find {excellent} items.
Re: Identify and monster memory
Ah yes I like this way I think .. 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: Identify and monster memory
Maybe combine both that and madmonks idea... where you need to have the combat skill higher (say 10) to pseudo id a weapon/armor and magic higher (10 again or maybe 5) to pseudo id magic stuff (with 40 bringing it up to "id" for both, that is determine the +'s for weapons) (with some caveats explained below)My suggestion is to change Identify to the FAAngband behavior: All items pseudo-id instantly (but accuracy of pseudo-ID is still dependent on class and item type) and Identify does what *Identify* currently does. Much less tedious and adds a little excitement when you find {excellent} items.
if an armor is not good or normal and your magic isnt high, I dont think a pc would generally be able to differentiate between excellent or worthless or special items. so if you have a high combat and magic skill you can fully id weapons and armour
as magic device is increased you can know the type of rod tip or wand or staff but not the charges left. this would be fairly simple to include
Oliphant am I, and I never lie.
Re: Identify and monster memory
Personally I like DBT's auto-id system, in that one stuff is identified when you have the relevant skill. For example armor is identified with the "martial-arts" skill and guns with the "markmanship" skill.
Also, to make things more interesting, some items could be identified when wielding them.
Also, to make things more interesting, some items could be identified when wielding them.
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