Crossfire Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: CF: more on identify
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: more on identify
- From: Anthony Thyssen <>
- Date: Fri, 04 Dec 1998 16:56:34 +1000
- In-reply-to: Your message of "Fri, 04 Dec 1998 14:13:46 +1100." <>
- Sender:
James Cameron on wrote...
| 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.
|
As long as it is obvious identification is not complete!
The seller would want you to pay more money ;-)
In fact the first level identification could be Curse status
allievating the need for a curse table.
| I'm wondering why a shop should identify the item when sold. This
| doesn't seem "natural."
|
Obviously the shop keeper pays for identification for sale purposes!
This is why a item usally is sold for a low price when un-identified!
| This is also counter-intuitive. Identification knowledge should be
| local to the player.
|
I agree.
| I know, that would be hard to structure in memory. ;-)
|
Also true.
Anthony Thyssen ( System Programmer ) http://www.sct.gu.edu.au/~anthony/
- --------------------------------------------------------------------------- -
In fact, the mere act of opening the box will determine the state of
the cat, although in this case there were three determinate states
the cat could be in: these being Alive, Dead, and Bloody Furious.
-- Schrodinger's Moggy -- Terry Pratchett, "Lords and Ladies"
- --------------------------------------------------------------------------- -
PGP Public Key available -- finger -l
-
[you can put yourself on the announcement list only or unsubscribe altogether
by sending an email stating your wishes to ]