TwilightPhoenix wrote:Not quite. Currently, if you see a piece of plate mail on the ground, it might be a potential upgrade or it might be cursed. The fact that it might be an upgrade may encourage you to go check it out. There's low risk (unlikely, but possible, to be cursed) but the potential for reward is low too (unlikely to be an improvement).
Under the proposed system, if the plate is auto-IDed as worse than yours, you ignore it. If it's not auto IDed, then it's either cursed or an upgrade. It's far, far more likely to be cursed than an upgrade. So, it ends up being a much higher risk vs still a very low reward, assuming it's unidentified to begin with.
Your logic is poor. The wear-id game will be played until one of 3 possibilities happen:
- Find an armor better than current armor.
- Find a cursed armor.
- Run out of unidentified armor.
Under the first two conditions, the game will be continued if the player wishes to push his luck. The game always ends when there is no armor.
You keep assuming that the wear-id game is x% chance of finding a better armor, but this is not how the game is played. There is not a cost associated with playing. There is only a cost associated with losing.
The actual wear-id game is z% chance of finding a better armor
before finding a cursed armor. All armors equal to, or weaker than the current armor are not factored into the game. They are merely tedious actions that must be done.
Example 32: You have found an amazing stack of 100 armors. 1 is cursed, 1 is better than what you have, and the other 98 are rubbish.
What are the odds of finding the better armor before the cursed armor?
50%
If you want to work out the actual math, its: Chance of better armor/(chance of better armor +Chance of cursed armor)
sumfrom0to98(1*(98-n)/(100-n)^2)) / (sumfrom0to98(1*(98-n)/(100-n)^2)) +sumfrom0to98(1*(98-n)/(100-n)^2)))
This can be simplified to: # of better armor / ( # of better armor + # of cursed armor)
or 1/(1+1) = 1/2
Example 33: You have found a small stack of 2 armors. 1 is cursed, 1 is better than what you have.
What are the odds of finding the better armor before the cursed armor?
Basically, it's handing out free knowledge (which is what Ash is in the game to do) as the player automatically now knows which pieces of armor is worse than theirs and also which pieces are risky to try. In addition, it's also significantly skewing the risk vs reward on what's not a major decision. It's not a huge risk, I'll be honest, but it's still there and it's technically increasing.
Basically, it's actually allowing the player to get back to playing the game instead of trying on worthless armor. My suggestion is nearly equivalent to making the memorization of spells binary.
Also, by the way, how does this system handle corrosion? Does auto-IDed armor become unIDed if your armor gets corroded to a point worse than it?
Once identified, always identified. To do otherwise would encourage scummy behavior (keeping track of formerly id'ed armor outside the game).
Does equipment worn by monsters get IDed if it gets corroded to a point that it's worth than yours?
Only armor in the player inventory, or on the tile directly below the player gets ID'd. Equipment worn by other monsters remains an Ash ability.
Reasoning for only IDing armor in inv or under player: Imagine you see a piece of UN-id armor on the other side of a trap. Would you still go after it if you knew it was weaker than what you are currently wearing?
Can you ID armor based on the highest level enchantment you had on the armor or the level it got corroded down to?
The current enchantment level. Although IDing armor based on the highest level enchantment would make sense from a RP perspective, it is a different system than what the game currently has. My goal is not to change the system, my goal is to make the current system less tedious.