Crossfire Archive
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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)
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"Specialisation is for insects." -- Robert Heinlein.
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