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Re: CF: more on identify



Scott Wedel wrote:
> A much easier way of improving identify would be to change from a fixed
> price regardless of the number of items of that type (which implies
> that first item is identified and player identifies the rest which thus
> implies that player could from then on identify that item).

Yes, I agree.  Multi-stage identification.

I would imagine that some cursed items might have some clearly apparent
benefit (Speed+40) but a set of costs (Stat-2), and I would imagine that
removing the curse would probably "break" their benefits and costs.

Praying may also occasionally grant identification "stages"

I'm wondering why a shop should identify the item when sold.  This
doesn't seem "natural."

Should an NPC character come out, hover over it, take it into a back
room, and then come out and update the stock on the "shelves?"  Or just
let it sit, unidentified?

Objects have a flag "identified", globally effective, which works as if
someone has attached a user manual to the object.  You can drop an
object and another player can pick it up and it is already identified. 
This is also counter-intuitive.  Identification knowledge should be
local to the player.

I know, that would be hard to structure in memory.  ;-)

-- 
James Cameron                                      (cameron@stl.dec.com)

OpenVMS, Linux, Firewalls, Software Engineering, CGI, HTTP, X, C, FORTH,
COBOL, BASIC, DCL, csh, bash, ksh, sh, Electronics, Microcontrollers,
Disability Engineering, Netrek, Bicycles, Pedant, Farming, Home Control,
Remote Area Power, Greek Scholar, Tenor Vocalist, Church Sound, Husband.

"Specialisation is for insects." -- Robert Heinlein.
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