Ambiguous unidentified items

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ghostbuster
Uruivellas
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Ambiguous unidentified items

#1 Post by ghostbuster »

Just a small proposal to help the identification of some items.

In most situations, there is no problem to say if an item is plain and identified or unidentified. For instance you have either a rough leather cap or, when ided, a rough leather cap (0 def, 1 armor).
But for some items it is not true. Belts, ring, amulets and shooters are absolutely similar when unided or ided (and non ego).
When they are in a stack, the color of the description helps, but if you step on a single item, you cannot say.

While the autoid system is great, with these items, you have to systematically pick them up, in order to ask Eliza if it is the usual junk or a greater ego. (Well, at least amulets and shooters. Presently I think there are no greater egos for rings and belts, but it may change in the future...)

I would suggest to add some descriptions to the item to say if it has been identified. For instance a plain copper amulet, a leather belt (0 def, 0 armor), or whatever. This would be coherent with the auto-id system and would avoid the player the necessity to pick-up these items to identify them.

Gwai
Sher'Tul
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Re: Ambiguous unidentified items

#2 Post by Gwai »

If I am correct, one can tell by color. When the item is unidentified, the text is grey, but when it is identified but plain, the text is white.

ghostbuster
Uruivellas
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Re: Ambiguous unidentified items

#3 Post by ghostbuster »

Right.
But it is mostly obvious if the item is in a list (pile of items, inventory). If you just step on it, it is not so clear.

Anyway, it is much simpler for the player if he just gets the proper information in the description.

teachu2die
Wyrmic
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Re: Ambiguous unidentified items

#4 Post by teachu2die »

while were on the topic - does anyone else think ditching the whole orb of scrying thing might be a good idea?
as it stands, you have to wade through one dungeon without the ability to ID anything at all - after which, you have 100% full ID for everything all the time, no limits.
it just makes the first dungeon all the more agonizingly tedious, with no real benefits. i say just have all items auto-ID'd from the get go.

Sirrocco
Sher'Tul
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Re: Ambiguous unidentified items

#5 Post by Sirrocco »

I *like* the nifty seer lady - and it gives you just enough of the no-ID experience to appreciate the autoID when you get it.

I do think that the orb's artifact ID service should turn off while the town is under attack, though (assuming it doesn't already). At that point, she's got bigger things to worry about. It would also give the PC a way of knowing that they really ought to go back to town to handle things.

Mithril
Archmage
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Joined: Fri Oct 01, 2010 5:43 pm

Re: Ambiguous unidentified items

#6 Post by Mithril »

teachu2die wrote:while were on the topic - does anyone else think ditching the whole orb of scrying thing might be a good idea?
as it stands, you have to wade through one dungeon without the ability to ID anything at all - after which, you have 100% full ID for everything all the time, no limits.
it just makes the first dungeon all the more agonizingly tedious, with no real benefits. i say just have all items auto-ID'd from the get go.
Agree. I usually zip as fast as possible to the first boss and then back to town. Then I return with the artifact. This first journey without ID just feels frustrating and tedious. Does not make a good impression to new players either.

Mithril
Archmage
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Re: Ambiguous unidentified items

#7 Post by Mithril »

Suggestion: You gain access to the identification artifact when you have found, say, 5 unidentified items, or when you reach experience level 2. Well, anything that allows you to get it quickly.

The same problem also applies to the Rod of Recall. Suggestion: The first boss you defeat will always drop this artifact.

Gwai
Sher'Tul
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Re: Ambiguous unidentified items

#8 Post by Gwai »

The first boss you defeat about always does already give access to said artifact. And seriously how long does it take to shoot right through the trollshaws? I can't see why one would fuss that there is one small privilege that very low level characters don't get. Nice to earn perks.

teachu2die
Wyrmic
Posts: 217
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Re: Ambiguous unidentified items

#9 Post by teachu2die »

but its not a perk - its a necessity...and you're hardly earning it. if it was something you got after beating the master or something, it would feel like an accomplishment. as it stands it feels more like its something that is arbitrarily withheld from you just long enough to make the first dungeon even more irritating.
how about this: make all normal items ID upon walkover. elisa can still give you the orb for ID'ing artifacts after you find one.

(although i don't really see the purpos of the orb to begin with - one more item that clutters up your inventory, for performing only one basic function? why?? its like including an item you'd need to activate in order to rest, or an item you need to activate for going up or down stairs)

(btw how does the first boss give access to the rod of recall?)

Omega Blue
Thalore
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Re: Ambiguous unidentified items

#10 Post by Omega Blue »

Sometimes you can also get lucky and find an artifact in the Trollshaws before meeting up with Bill...

Omega Blue
Thalore
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Re: Ambiguous unidentified items

#11 Post by Omega Blue »

teachu2die wrote: (although i don't really see the purpos of the orb to begin with - one more item that clutters up your inventory, for performing only one basic function? why?? its like including an item you'd need to activate in order to rest, or an item you need to activate for going up or down stairs)
Requiring some sort of ability to identify items makes sense, particularly in a magical world. Imagine this: a random character stumbles upon a rusty sword, and instantly recognizes what it truely is. "Behold!" he exclaims, "The legendary Sting is now in my hands!"

A bit silly, no?

Mithril
Archmage
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Re: Ambiguous unidentified items

#12 Post by Mithril »

Gwai wrote:The first boss you defeat about always does already give access to said artifact. And seriously how long does it take to shoot right through the trollshaws? I can't see why one would fuss that there is one small privilege that very low level characters don't get. Nice to earn perks.
You have to through the Trollshaws and back. It is one of the most boring dungeons even without the lack of identification and recall. Just trees, trees, and more trees with little variation. (Yes, yes, there are water and some vaults but the general repetition remains. ) The trees also makes it difficult to run straight so you have to constantly change direction. Due to the lack of identification I skip everything except finding the exists so I have to visit the place twice if I want to do the vaults. :(

Anyway, what is the point of having to run through this morass and back before you can get identification (and recall)? To discourage new players?

Gwai
Sher'Tul
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Re: Ambiguous unidentified items

#13 Post by Gwai »

Surely the bore of the walk through the trollshaws and whether one should have to walk back or not are separate issues from the issue of identification though.

teachu2die
Wyrmic
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Re: Ambiguous unidentified items

#14 Post by teachu2die »

Omega Blue wrote: Requiring some sort of ability to identify items makes sense, particularly in a magical world. Imagine this: a random character stumbles upon a rusty sword, and instantly recognizes what it truely is. "Behold!" he exclaims, "The legendary Sting is now in my hands!"

A bit silly, no?
that doesn't actually sound very silly to me. certainy no sillier than a heroic "@" fighting an evil "o" in a murky forest of "#" :P

anyway, the drama of discovering items already gone now that ID is largely removed from the game. the orb costs nothing to use but a turn, and can be used limitlessly. it does nothing in terms of actual gameplay except add tedious keystrokes - its use is a pure formality.

Lailoken
Higher
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Joined: Wed May 19, 2010 4:11 pm

Re: Ambiguous unidentified items

#15 Post by Lailoken »

I actually enjoy finding something unidentified mid-battle, and having to wait till the battle is over and use the orb to find out what it is. It's like opening a present at Christmas. You are going to know what is in there anyways, so why do they give it to you wrapped? For a little suspense.

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