severen wrote:watertreatmentRL wrote:I believe he is saying that he finds id and curses so obnoxious that he does not want to expose himself to them by doing things like wear-id'ing the large numbers of potentially useful items that generate, so he operates under the knowledge that his game suffers relative to someone who, like yourself apparently, has an unlimited tolerance for such tedious gameplay.
For myself, I did a soft version of this. I did not check out the vast majority of potentially useful items until I'd reached a late stage in the game and found my equipment sufficiently lacking that going back through that stuff felt prudent. Of course, the resources are almost always there to check as you go, but it's so disruptive of the flow of the game and the benefits generally so marginal that I would rather not deal with it. Body armor is the main culprit here.
I've started to find a more subtle behavior annoying in hellcrawl. In spite of the removal of corpses and a lot of monster equipment, it is still common to produce piles of items when you kill something like an orc sorceror which often produces a good robe. It would be really nice not to have to read a listing of the items in the pile to know what dropped or face wasted piety autotraveling back after clearing the level. I suspect item splashing would fix this issue though. Even better would be more intelligent autopickup to grab potentially useful items like this and progressively destroy obsolete ones.
Yeah pretty much.
Checking every little thing is a waste of my time. The fact that Siegert thinks that being able to trivially, eventually, find the nature of a weapon actually proves the whole things a pointless waste of time. Mostly similar for chunks. Sure you can autobutcher etc. and hit o etc but you do get stretches where you just don't generate a corpse or whatever and need to start managing hunger etc. Its an annoying distraction that, in practice, almost never limits my actually real gameplay at all. There are only some fairly small number of corner cases where it matters, granted its very important for those small set of cases. But overall they are both of trivial use while also being significantly annoying. I mean you can easily get nagged about hunger every 30 seconds (real time) and in a place like Spider lair where most corpses are in edible this get to be rather tedious and annoying. Its like playing a game while a toddler pokes you in the arm and keeps asking you questions about inane stuff (except I am far more inclined to be patient with a toddler and at least they are usually cute).
1. Weapon id really only has any impact before you have ?rc and before that point in the game it functions as a slow down on obtaining power, i think it is reasonable to limit access to powerful items in the early game, a cleaner method of doing so would probably be to directly have level limits for items, but it doesn't have 0 purpose, it just isnt the best tool for that task (however if you are going to complicate your game with things like identify and bad items anyway, using it also as a power limiter does have the appeal of not adding another mechanic) replacing the functions of id with other, cleaner mechanisms would also be a good way to go there.
2. Aww you don't think food is cute?
Seriously though i had to manually eat something 5 times in spider when i did it last night (and i play slowly turn count wise), i know my limit for what i consider "nagging" is lower, but i think "once every 30 seconds" might also be hyperbole (or maybe you blow through all of spider in 2-3 minutes i dunno). I suspect a lot of the negative attention food gets is self fulfilling (aka your conceptually annoyed at something so you pay attention to it so you get disproportionately disturbed by its presence) and while you are right that the mechanism's maintenance outweighs its impact (food probably *effects* me twice a game and i have to eat 30-50 times more than that) i also think it's a pretty unimportant impact, all things considered.
Besides, if we didn't have food to complain about in the forums what would we do with our non crawl playing time, likely vent our frustrations by getting into mischief, and start down a road towards being troublemakers, then where would you be, up the river that's where, no crawl playing up the river, that's for sure.