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Feedback Appreciated - Item Identification Methods

Here's my current idea:

For unidentified items, replace the "Convert" menu option with "Study." The initial cost is 50 favor, and it increases by 10 every time it's used. Only one item can be studied at a time. If the item is thrown or lost in this time, the study is lost. At the end of the study period (either turns passed or enemies defeated), the item is identified and the Study command becomes available again.

In addition, a "Taste" and "Touch" menu option will be available for items in your inventory. Using the command will inflict 1/5th of the damage or healing of the real item, but it will not reveal any status effects or properties so the item still remains unknown. Still, it will let the player consciously know which healing items he can use in a pinch. Each instance of an item can only be tasted and touched once, and identified items can only be consumed fully.

Finally, on the inventory screen, I have added the effectiveness rating to the little +/- icons that describe the effects of items.

Feedback Appreciated - Item Identification Methods

An alternative to turns passing that I considered and forgot to mention before is to use enemies as a counter instead. So, choose an item to study, fight 5 enemies, and then the item is studied. This means a finite number of identifications could be made per floor.

I really like the idea of using parts of defeated enemies as a justification for Favor, and I just might have to steal it.

Feedback Appreciated - Item Identification Methods

Yeah, items definitely stay identified after being reveal the first time. The only problem is that in some cases the first time may be the only time!

Fifty turns sounds like a lot, but remember that every step counts as a turn, so you'll probably burn through a few hundred just exploring a single floor. The idea of having a long cooldown is to prevent abusing on-the-fly identifying in the middle of combat, so there is some risk involved in carrying unknown stuff.

Thanks for your quick responses!

The Drop

That's the one. Nal gets its own muddy cave thing. All of the themes are based on different areas (though some are more abstract than others.)

The Drop

Eh, they're not meant to be very realistic. I'll admit for the mountains all I was thinking was "rock," though the walls for the swamp are meant to resemble a particular building from The Reconstruction.

The Drop

There will be a minimap in the final version of The Drop, so, don't worry about that!

You're right about the lag; in the demo, there is a bug with the Force property that causes it to loop too many times when checking for "Fire" squares that it can put out. It is fixed in the final version as well.

The Drop

A little of both; it's complicated because of the quirks in the system, but it has a simpler and more controller-friendly interface instead of having to memorize what every key on the keyboard does. It's probably closer to Chunsoft's Mystery Dungeon games in how it actually handles, though The Drop is probably more forgiving.

I haven't played a Wizardry game in years. I never knew a single-character party was feasible! I try to keep up with the Etrian Odyssey games, which are pretty close in spirit, but they always end up feeling like a slog after a few hours.

The Drop

Well it's only got a half dozen enemies or so in the demo, so I'm surprised you made it an hour! Still, I'm glad you tried it out!

The Drop

Almost all of them are freeware. I like Dungeon Crawl Stone Soup, myself. Keep in mind that "real" roguelikes tend to be very difficult and complicated compared to most RPGs - I have been trying to make things simpler and more accessible with The Drop, but the whole genre is an "acquired taste."

I like the idea of traps, and it's sort of what I was going for with the environmental manipulations, albeit in more of a direct way. Instead of laying traps, you lure an enemy into the puddle of water that's already there, and then freeze or electrify it. Since most of the combat is elemental-based, I tried to give each element its own sort of utility in addition to damage to reinforce this idea.

Character creation is pretty involved, but if it's too much, there will also be a dozen or so pre-made characters like the ones in the demo with their own predefined styles.

The Drop

I get what you're saying, though the game is meant to be closer to a roguelike than a Diablo style hack-and-slash, which is why so many spells and items have secondary considerations instead of straight damage. It's really meant to be contemplative and turn-based, almost like a strategy game. I was also trying to avoid a rigid class system for much the same reason. If it were a more traditional dungeon crawler, I'd definitely go with a more class-based route, but I always did like to run contrary.

The bonus stats from 1.0+ growth rates are mostly inconsequential, as a 1.2 is just a 20% chance of a bonus point. Characters with lower growth rates usually have a bonus elsewhere to compensate.

Spell costs are high to make spells more valuable and keep melee combat as a viable option. Otherwise, it would be a matter of flinging spells from maximum range and never being in real "danger." It's a balancing act, and I'm interested in how it will work in the long run.

I appreciate your insights, and hope you'll be willing to take part in the closed beta when I announce it!