Monday, 7th August 2017, 05:23 by watertreatmentRL
The bad thing about +x items is that you are obliged to identify them to see if they're better than your +y and +z items of the same type. Of course, the real problem is that identification is bad, though even without identification +x has a problem of producing garbage items (worth considering here why so many rings generate anyway). Making items less swappable has the side effect of making identification even worse. As I've mentioned here before, identification is second only to food in awfulness of crawl mechanics. We should not be willing to make identification worse in exchange for reducing swapping, which is several ranks down the bad crawl mechanics shit list.
If swapping rings is your main concern, weird mechanics for rings is not the solution. Tactical ring swapping can be easily fixed by making ring swapping the same as armor swapping. I've never seen anyone swap to a stat or +defense ring for a specific encounter. My impression is that ring swapping is entirely about resistances. Perhaps, then, resistances shouldn't be available on rings that can be swapped in 1 turn? Either way you take that suggestion leads to better places, in my opinion. As for the general equipment swapping problem where you take into account frequent, total withdrawal from individual encounters to make equipment changes taking dozens of turns, I don't see a lot of this kind of thing happening in practice and to the extent that people are leaving money on the table not taking advantage of this highly optimal way of playing, it's really a problem with the ease of disengaging from encounters, retreating upstairs and to other empty spaces.
*Lana Del Rey voice* , video games...
- For this message the author watertreatmentRL has received thanks:
- duvessa