Why bother identifying potions if they are not deadly anymore?
Would you rather have 1 extra haste, might, agility, lignification, and restore abilities, or would you rather have five more ID scrolls? I'd take the former, so I scroll-ID potions.
I really don't understand why the ID game gets such a bad rap.
well like I said it's not actually
identifying wands, so...
"You never want to quaff ID a stack that only has one potion in it", I never quaff ID anything except as a last resort in only in a situation where a currently not-id'd potion would make a difference, and in those cases quaff-IDing a single-potion stack is completely reasonable.
This isn't really what I meant by "quaff-ID"; I mean quaffing a stack for the primary purpose of identifying the potion (I do firmly believe that doing so is a correct thing to do in some cases in current crawl, and if you are going to do this you would want to get extra benefits from the potion if you can). Emergency potion use is a separate thing, and I did not comment on it. I do believe the number of potion effects is too varied (too many different effects) and disparate (the effects are qualitatively different) for emergency quaffing to be useful with the status quo other than in situations where you either
1) have actually soft-ID'd the potion already (huge quantity difference is probably curing, potion you've seen an enemy quaff, etc.)
or 2) are going to die if you don't
I don't really have much to say on those situations. My suggestion changes absolutely nothing about emergency quaffing (so why would I mention it?), except you can choose from a smaller number of possible un-id'd effects (which I think is more interesting).
(I do think that paying the price of sacrificing some potions in a particularly identify-poor game to know what potions you actually have is worthwhile though. Mikee and jeanjacques both quaff-ID specifically to identify potions pretty regularly, for two examples, and honestly the only reason I don't ever recommend the practice is almost everyone does it incorrectly.)
"Setting up a situation where you can take advantage of a buff from an un-ID'd potion", Why would I set up a situation where quaff-IDing a potion is a good idea?
See above.
"Once you've identified a stack you're done" I consider this to be highly superior to the deck situation, decks are awful, not being able to rely on what effects I get means what I do with a deck is drop it, and never use it, ever.
If crawl didn't give you so many more things than you need this would be pretty clearly suboptimal. Decks are not actually nearly as high-variance as people seem to pretend (especially non-escape decks). Using decks of war or summoning or destruction in fights is a pretty sizable power spike. But, of course, this can be adjusted by changing what effects are in each pool. Let's say one potion pool is: agility, might, berserk. Are you really never going to quaff an un-identified potion if it must be precisely one of those effects? They're all "make me better in melee" (yes, agility does other things too).
also disagree with the statement that "If you want actual identification (effect identification) to be a meaningful thing then you are necessarily saying that you want players to be using unknown effects." It's currently meaningful to be able to have a reliable effect from a potion, yes, the need for identification is transitory and occupies a smaller portion of the game, and no it doesn't mean you want players to be using unknown effects.
If you don't use unknown effects, then the situation is that you just effectively don't have any unknown potions, and then every time you use a scroll of identify on potions you "find" a stack of that size. Either you want players to use the unknown potions at least sometimes, or you are just adding an unnecessary extra interface step for no reason. The only thing identify does* in the situation where players never use unknown potions is it lets them decide if they want a given item find to be a stack of potions or to be some other stack (you use the ID on potions, or you use it on something else).
Maybe you think that's sufficient to warrant keeping identify around. I don't. It's silly.
If you increase the number of ID scrolls to the point where you can always have the top potion on your potion stack identifed, then you've changed nothing from the 'perma-ID' status quo
This isn't how it would work. You identify a potion in the stack, and then that potion
becomes a different stack of its own (combining with previous identified potions of the same type), and then future un-ID'd orange potions stack with the un-ID'd ones already in your inventory. There is no "top potion" in a stack. Importantly, you can continue to identify your orange potions until you run out of orange potions, and the goal of course would be to have potion generation outpace identify generation by a significant amount. (This is, of course, one of the reasons implementation would be difficult, since no current items can work this way, and it would be a significant UI problem if people walk around with 52 items since you could then create 53.)
*actually it does one other thing, which is rewards players for doing lots of nethack-style soft-identify (comparable to price-ID), which I hate with a passion. Since item generation is not flat over all floors (and in particular since vaults place potions as loot), you're rewarded at least to some degree to note on which floors you found certain potions, and for noting what size each stack of potions you pick up is, and (the most basic thing here is just comparing stack sizes)... Yes, this is a small benefit, but it's the
only way you get quaffing an unknown potion to be anything different from a completely random effect out of all un-identified potions.
Of course with my decklike potions you'd get around this since all effects of a given group would have some fixed probability (easiest is just making them all the same).
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I guess I really don't understand just how much other players don't use Nemelex or something, I dunno (do you ever use Makhleb's abilities? Do you think those are good?). Decks are good if you're smart about them. Basically unidentified potions would be draw one, and identified potions would be more-or-less like draw three (or stack five, if you prefer). There are situations where you use draw one because you don't want to pay the cost of the other abilities^, there are other situations where the actual effect you get is more important so you pay the extra cost.
^This isn't a perfect parallel, mainly since the cost of triple draw is pretty negligible, so you can just use it for pretty much everything. You can adjust this by adjusting the number of ID scrolls. (Also since identify scrolls don't actually identify anything else in crawl currently I'm sort of implicitly assuming you don't use ID scrolls on anything but potions (or scrolls, which you'd address in some fashion if this got implemented). That's not actually a terribly important thing though.)
It is almost certainly silly to really discuss this idea with regard to crawl though, since I see approximately negative chance this gets implemented. I quite definitely think it's superior to the current system from a game design standpoint--since it does not compete with the option of just making everything pre-identified--(and I personally would enjoy it a lot more as a player, though I would say that's more subjective), but it's so dramatically different from how crawl has handled things that probably it's not worth considering as a change to existing crawl. Just like how I think non-persistent floors are superior to persistent ones, but I never suggest crawl actually adopt that.
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edit: Siegurt, do you prefer having to identify potions at all? Or would you prefer them to just be pre-identified? I certainly prefer the latter to crawl's current state.