ITT: archaic mechanics that need to go
I'll start: item identification
ITT: archaic mechanics that need to go
I'll start: item identification
What's the point of item identification, anyway?
To act as a currency sink is my guess from a game perspective. A carryover from some tabletop game or because other games did it is a better guess though.
Don't really play games with identification but the one game I did was Torchlight 1 & 2. In those games the scrolls were cheap & common so it was non issue. Do other games have harder to acquire identification means? It's in Maplestory too I guess.
In these game it turns what would otherwise just be "trash drops" into a dice roll for greatness. I don't know the item is shit until I identify it, that's the whole point of the mechanic I reckon.
the thing is, if identification is cheap and always available it just makes identifying items a chore.
It's a chore vs what I proposed though. The automation of it removes the high stakes back to back dopamine spikes of identifying items in large. Otherwise it's just a series of trash drops.
Animation locks.
If you press a button then your character should do the corresponding action
Full stop
What was part 1?
I love the Divinity games but they made identification a chore
I like identification in Barony, it's a skill check and it's constantly being done on your inventory items in the background while you play
>high stakes
?
Identification isn't that bad. Having player input around getting new loot goes a reasonable way to good game feel. So many games get loot so fucking wrong, like literally everything about Destiny 2 for example.
You do want the good roll right? It's the same shit with slots. Every time those degenerates pull the lever they're hoping to win. It's the same with identification.
Without identification you're just picking up a bad roll.
Crafting mechanics need to leave almost every single video game. If it's not a survival game or an RPG with a VERY light implementation, I want it the fuck gone. It's a cheap lazy way to gate progression and lengthen games and every fucking game has it now.
Eh? But the roll is still happening whether it's immediately at the time of drop or later in your inventory when you identify it.
In games like Nethack it's a survival aspect, similar to eating wild plants in real life. If you don't know what it is, you could be fucked.
In other games I just imagine it's a time-waster, encouraging you to hold on to loot that may or may not be valuable.
>Brogue
>The identification scroll needs to be used before you can identify anything with it and know which is the identification scroll in the first place
>Said scrolls include:
>Scrolls that summon high level monsters
>Alert the entire floor to your presence
>Delete the floor of the entire room you're in
Among various boons that are okay as well.
>If you don't know what it is, you could be fucked.
Oh, so identified items can have negative effects simply for being in your inventory?
I like identification in roguelikes for learning the effect of each color of potion, but for gear it feels fairly dumb.
In non-roguelikes, it can be implemented well, but it usually ends up being too cheap or too expensive.
I like identification as long as the game still allows you to yolo equip some unidentified gear and curse yourself
These streamlining fuckers completely ruined DCSS for me. I loved how fun each individual race was and how different they all were to one another, even when it came down to the individual foods they ate. REMEMBER WHEN THERE WERE SEVERAL DIFFERENT KINDS OF PIZZA? And each race HAD SPECIFIC PREFERENCES FOR THEM? I live for that shit, and they took it away and replaced it with a generic "food" item that every character can eat. What a bunch of useless gorillas.
I've been working on a diablo clone for a bit now, and literally could not figure out a single reason to keep identification besides "other games did it".
I thought it might give a bit of excitement when a rare unidentified item drops, where the player wonders what the item/stats might be, but testing it with already identified items didn't really change my excitement all that much.
I like this idea, though, but then the game would need to have stat penalties/curses where many games don't. The only one off the top of my head is Diablo 1 stat penalties, but not to the extent you talk about
But I like item identification. The thrill of using a potion and desperately hoping it's what you need to escape getting cornered helps feed into evoking the desperation of the moment. Like how the fuck am I supposed to know what a random bottle of yellow "stuff" lying on the ground is going to do if I drink it, but fuck do I need SOMETHING right now. In my eyes, it's great fun and also an important part of challenging the player, as it prevents free and careless magic use by martials without investment and because DCSS already gives you a lot to always be prepped to fight or safely run away, so trying to tip the scales for free after the fact has its risks.
Durability outside of specific genres, such as survival games, is always fucking obnoxious and does nothing but annoy the player with no benefit.
Pixel Dungeon does it.
identification works in roguelikes because they often produce situations in which you're desperate and taking a gamble on an unID'ed potion or weapon is sometimes the difference between surviving a bit longer and ending the run
If the ID mechanic doesn't allow for unIDed items to be used as is, its just busy work. A lot of Jap games are like this, you literally have to go back to town and ID something to render it usable.
matchmaking
If there was still a server browser, MM would be fine as a quickplay that wont throw a noob into a server full of pros. But as a replacement for server browser it's fuckin ass.
>you literally have to go back to town and ID something to render it usable.
The identification system can still have a purpose in that case though. It means you want to bring back as much equipment as possible to identify it, but you might have limited inventory space and therefore you're limited on how many items you can bring back and identify. It's basically a hard cap on how much you can earn on a trip.
I am not against identification as a mechanic or idea.
But I always really hate it when you aren't even able to use the items before identifying them.
You should be able to use an unidentified item. And through enough use of it, learn what it does. For better or worse.
Maybe the effect is literally detrimental and you didn't know until the effect triggered. Tough luck, but at the very least you could use it.
Fuck it when the items are literally unusable garbage until you're able to identify them.
I think more games need a currency sink. Literally every game almost it’s too easy to get wealthy.
To what end, though? Why would you want to have such a cap?
Honestly I'm pretty ok with that. It's when ID is a inventory slot tax, or a 15 sec cast tax before you can use the item. Like diablo 2, you never dont have ID scrolls past the first hour of the game. Everything might as well come ID'd, it just takes up 2 inventory slots and a few seconds.
Lives systems
Equipment durability
Unskippable tutorials on new game +
Artificial difficulty where it is just adding 0s to the end of somethings stats/health and fucking off
When has IDing been a viable currency tax though? It's either too cheap to have an impact, or it's so expensive you can't do it or aren't willing to gamble on new gear unless you're absolutely positive you need it.
i like the way the game barony handles it, made me feel useful as a rogue to my party
For the same reason any game has an inventory space limit in the first place. To slow down the player's progression and to make the player have to guess what's more valuable to hold onto.
Armor that nullifies your abilities until you break it with raw damage, see Mass Effect 2/3 and Divinity OS2
Don't worry, they'll probably get rid of item identification in DCSS just like they got rid of food and hunger
Made inventory management more of a conscious choice in Diablo 1.
That's it.
>ITT: archaic mechanics that need to go
Nip drpgs having areas that disable your skills/magic and thus crippling your party composition.
Or positive effects used poorly. Getting your ass kicked by some big monsters and using your unidentified spell scroll on that monster as a last ditch effort only to find out you just full healed it. Things like that.
ITT: people beg for games to become homogenized
fucking lol. every game needs to have animation locks, not having any would be absolutely fucked.
two gender selection in the character creation. Gender is fluid. Selection should be sliding scale
In classic rogue games, potions and magic scrolls are randomized each run, a blue potion one run could be a full heal, the next run it could be a permanent minus 1 to a stat. Same with items, that helm could be awesome, it could also be cursed and you'll need to bless it before you can take it off. I think it's an important system for roguelikes, at least the real ones.