You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
After a while (after I died 10+ times) I've become to remember flavours for potions (EX: gold potion is speed). It's not fun because it's kinda cheezing - I'm REALY enjoying tastying potions for the first time to ID them :DDD The same goes to other items with flavours.
Idea: to make flavours to potions to become random somehow.. There could be different approach to this, EX:
client-side randomize flavours which you find items in the dungeon
server-side change flavours every day (or after server restart).
hide 'real' potions flavours till you try a potion with 'fake' onces
Any more suggestions? :)
========
PW: Imagine there are 100 players, you would need 100 different flavors for each single item. This is not realistic and has no way to be implemented.
T: Then solution could be - to hide 'real' potions flavours till you try a potion. So when player find a potion - he doesn't get flavour at all, if he didn't try this potion before (quite logical - your character remember it's smell and taste). Eg
Player found a potion:
a) if player already tried this potion - he got it in inventory identified automatically. END
b) if player meet this potions for the fist time - he doesn't receive it's flavour. It's just an 'unidentified potion' for him, till he would try or identify it
This is quite important issue.. Identify system is one of big 'cheeze' problems in multiplayer roguelikes right now, which make ID system less advanced than singleplayer roguelikes.
=====
PW: Solution is to remove the flavors? I don't think so...
T: not to remove, but make 'fake' flavours which become uncovered to true onces (to true flavours) after ID
===
For now I simply solved this problem by resetting server file from time to time (due hames rehauling).. But in future, when we will have more people (right now there are already several houses) - it will be hard to do it....
So the way to solve it - just to add 'resetting' of flavours every few days - mix them and problem solved.. Even maybe mix flavours every time when server starts.
The text was updated successfully, but these errors were encountered:
@ Mang git issues: mangband/mangband#1184
========
PW: Imagine there are 100 players, you would need 100 different flavors for each single item. This is not realistic and has no way to be implemented.
T: Then solution could be - to hide 'real' potions flavours till you try a potion. So when player find a potion - he doesn't get flavour at all, if he didn't try this potion before (quite logical - your character remember it's smell and taste). Eg
Player found a potion:
a) if player already tried this potion - he got it in inventory identified automatically. END
b) if player meet this potions for the fist time - he doesn't receive it's flavour. It's just an 'unidentified potion' for him, till he would try or identify it
This is quite important issue.. Identify system is one of big 'cheeze' problems in multiplayer roguelikes right now, which make ID system less advanced than singleplayer roguelikes.
=====
PW: Solution is to remove the flavors? I don't think so...
T: not to remove, but make 'fake' flavours which become uncovered to true onces (to true flavours) after ID
===
For now I simply solved this problem by resetting server file from time to time (due hames rehauling).. But in future, when we will have more people (right now there are already several houses) - it will be hard to do it....
So the way to solve it - just to add 'resetting' of flavours every few days - mix them and problem solved.. Even maybe mix flavours every time when server starts.
The text was updated successfully, but these errors were encountered: