HideoKojima wrote:Just think on this. I know, that it's too late for such a thing, but may be somebody will use it in fork.
- Code:
1. Remove scrolls and potions from inventory, so they are collected like runes and accessed only with "q" or "r" buttons.
2. Scrolls and potions must not use item slots and CANNOT BE DROPPED.
3. Bring back item destrution.
4. Make a special dungeon's "item destruction" feature, that eats all seen, but not collected scrolls and potions in 1000 turns.
5. ???
6. Profit!
More challenge, more fun, no "repetative gameplay". No removals of core mechanics.
I don't agree here, because there are 21 scrolls and 23 potions. For noob Shtopit, that means, if I don't have to put them in the inventory, carrying around 15 armour pieces, 20 weapons and all evocables I can find. I understand your concept and I am OK with that from an interaction ease point of view, but such a change requires a huge decrease in inventory slots, at least by 26, to avoid an excess of options (21 scrolls + 23 potions + 52 slots = 96 choices at your disposal). The item destruction feature also doesn't change much. Yes, it stops you from avoiding item destruction in inventory, but is that actually relevant? I also don't see the challenge in watching which item will be randomly destroyed.
HideoKojima wrote:Or how could we fix these OP-wands? Simple with one commit:
- Code:
1. Make big wands' capacity capped with 3 charges.
2. Scrolls of recharging can restore only 1-2 charges for them.
Yes, it's a good nerf. But not a removal.
This is quite good in theory, especially for Tele this could be the best solution. In practice, it doesn't account for the fact that HW was very important for mummies as the only way to heal a huge chunk of health by item, and so needed a good number of charges.