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Identify scroll change
Not a huge deal, but just a little more annoying for those of us who read every unidentified scroll as soon as we come across it.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
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Moose wrote:Now, you can only target an identified item
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galehar wrote:The fact that you cannot select the scroll you just read isn't new. I just tested it in 0.11 and it was the same.
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BlackSheep wrote:(FR: if you identify any two of the targeted scrolls, auto-id the third scroll)
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galehar wrote:Moose wrote:Now, you can only target an identified item
You mean an unidentified item, right?
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Moose wrote:Yah the scenario I'm painting is if the first item in the game you pick up is a scroll of identify, but you don't know that. You read it, and it asks you to select an item. Previously, you could select the scroll itself, thus identifying it as a scroll of identify. Now, you can only target an identified item, and you wont know that the scroll you just read was a scroll of identify.
What this boils down to, is that for the first 1-2 dungeon levels, I need to make sure I keep an unidentified mcguffin on me at all times in case I happen to read an unidentified scroll of identify. Only slightly bothersome, but seems kind of pointless.
If the intent of this change was to increase the difficulty of the scroll-id mini-game, then I guess it makes it a bit tougher.
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Moose wrote:I haven't tested this, but I wonder what happens if you have a stack of two unidentified scrolls of identify, and read one. Is the other, then targetable?
And overall, is it the desire of the design team that the scroll that is actively being recited cannot be the target of its targeting effect?
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Tiber wrote:BlackSheep wrote:(FR: if you identify any two of the targeted scrolls, auto-id the third scroll)
In addition to that, I still think the last unidentified item of each type should auto-identify. Also, if you've identified one of the two healing potions and a monster drinks the one you don't recognize, it should identify.
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BlackSheep wrote:Moose wrote:I haven't tested this, but I wonder what happens if you have a stack of two unidentified scrolls of identify, and read one. Is the other, then targetable?
And overall, is it the desire of the design team that the scroll that is actively being recited cannot be the target of its targeting effect?
If you're carrying a stack of one or 12, when you read the scroll you can't target the inventory slot it occupied. It makes sense for 1 scroll since as soon as you read it, it crumbles, but if you have more left, it should be able to target them.
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mumra wrote:I should add here that it's very easy to justify identify scrolls always self-identifying when you read them regardless of whether you even have an item to use them on, even if it's inconsistent with other scrolls - after all they are scrolls of identifying, surely self-identification is the first thing they'd do...?
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nicolae wrote:mumra wrote:I should add here that it's very easy to justify identify scrolls always self-identifying when you read them regardless of whether you even have an item to use them on, even if it's inconsistent with other scrolls - after all they are scrolls of identifying, surely self-identification is the first thing they'd do...?
This definitely seems like the least complicated solution.
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galehar wrote:Tiber wrote:BlackSheep wrote:(FR: if you identify any two of the targeted scrolls, auto-id the third scroll)
In addition to that, I still think the last unidentified item of each type should auto-identify. Also, if you've identified one of the two healing potions and a monster drinks the one you don't recognize, it should identify.
I disagree. While it might seem desirable that the interface shows whatever the player knows, going too far in that direction just introduces a lot of complexity. And new players wouldn't understand why some items are magically identified for reasons they don't understand.
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Bim wrote:it makes a lot of sense (as it is their job :p) to have the identifying scrolls identify themselves.
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adozu wrote:when i was learning i enjoyed the identify scroll game :\
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minmay wrote:There are already pre-identified unrandarts. I don't think it'd be that weird to new players.
People often ask why weapons identify when they pick them up with throwing skill, but have you ever heard someone complain about it?
Then there's the option of just, you know, telling them about it in-game.
I don't see how you can argue against interface improvements on grounds of internal complexity - there's not a clarity cost here, it's just doing work the player would otherwise have to do for themselves. Implementation difficulty would be an argument against it but I can't see how this could possibly be difficult to implement.
There is one specific behaviour that would have to change along with this: amulet autopickup. It currently picks up amulets if they are unidentified and otherwise doesn't. However, this is flawed as-is anyway (it picks up multiple copies of the same unidentified amulet) so it's probably due for a change regardless.
if manual inscriptions worked on all copies of an item instead of just one stack, this would be lessened a lot
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Bim wrote:I don't think players would be confused with scrolls of identify self identifying. It could easily be done with a line which just says 'The scroll of identify also identifies itself!' or 'the powerful identifying magic written shows you the scrolls meaning'.
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galehar wrote:New players don't even know that there are 3 scroll types which target an item, so they would certainly not understand the behaviour. And it would make it harder for them to understand the system.
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galehar wrote:With this proposal, scrolls would still be unid, but when you identify ?EA, suddenly this scroll inscribed with {tried on a robe} becomes a scroll of recharging. Or maybe it auto id when you use it, but in another game it doesn't. New players don't even know that there are 3 scroll types which target an item, so they would certainly not understand the behaviour. And it would make it harder for them to understand the system.
Saying "You deduce that the scroll of foo is a scroll of recharging."? doesn't explain much. Still seems better to learn by experimenting, like so many other things.
I didn't say internal complexity, I think it makes the interface more complex and the game harder to learn. And the improvement is not worth it IMO.
minmay wrote:if manual inscriptions worked on all copies of an item instead of just one stack, this would be lessened a lot
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BlackSheep wrote:Honestly, rather than introducing contorted or even trivial logic into the scroll ID system, scrolls should just ID when you read them. That's the direction we're already headed, isn't it? Enchant/vorpalise weapon scrolls don't require a weapon anymore, nor do scrolls of fear require a monster in LOS. We're left with the three curses, the three targeted (two of which you can identify by keeping an unidentified animal skin on you), amnesia, remove curse and sometimes random uselessness.
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