Difference between revisions of "Forum:Does the 'Beginner' mechanic add anything to the game?"

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(Putting in my two zorkmids.)
(my 2 zm)
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Do you feel like [[Beginner|this mechanic]] is worth keeping? As far as I can tell, it's only there to make read-testing (and quaff-testing, for object/monster detection) more difficult for new characters. Do you think people would startscum more if these scrolls and potions were easier to identify, figuring that the risk of negative effects from an unknown item would be offset by the potential to make discoveries a little sooner? I doubt it, myself, but I'm curious to hear other opinions and perspectives. [[User:Kufat|Kufat]] ([[User talk:Kufat|talk]]) 22:52, 10 July 2023 (UTC)
 
Do you feel like [[Beginner|this mechanic]] is worth keeping? As far as I can tell, it's only there to make read-testing (and quaff-testing, for object/monster detection) more difficult for new characters. Do you think people would startscum more if these scrolls and potions were easier to identify, figuring that the risk of negative effects from an unknown item would be offset by the potential to make discoveries a little sooner? I doubt it, myself, but I'm curious to hear other opinions and perspectives. [[User:Kufat|Kufat]] ([[User talk:Kufat|talk]]) 22:52, 10 July 2023 (UTC)
 
:I certainly can't see any benefit to it. --[[User:Kahran042|Kahran042]] ([[User talk:Kahran042|talk]]) 18:44, 13 July 2023 (UTC)
 
:I certainly can't see any benefit to it. --[[User:Kahran042|Kahran042]] ([[User talk:Kahran042|talk]]) 18:44, 13 July 2023 (UTC)
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:Agreed, it seems to run contrary to the spirit of NetHack's item randomization system, which is that you deduce the item's identity by experimentation. As to why it was implemented in the first place, my best guess is that the DevTeam wanted to discourage players from getting themselves killed early on by e.g. quaffing acid or reading cursed create monster, so they made the messages deliberately vague until you've got a few levels under your belt. (But then, why would [[wizard|the most frail role]] lose beginner status the soonest?) I certainly wouldn't miss the system if it were removed. --[[User:Darth l33t|Darth l33t]] ([[User talk:Darth l33t|talk]]) 13:19, 15 July 2023 (UTC)

Revision as of 13:19, 15 July 2023


Do you feel like this mechanic is worth keeping? As far as I can tell, it's only there to make read-testing (and quaff-testing, for object/monster detection) more difficult for new characters. Do you think people would startscum more if these scrolls and potions were easier to identify, figuring that the risk of negative effects from an unknown item would be offset by the potential to make discoveries a little sooner? I doubt it, myself, but I'm curious to hear other opinions and perspectives. Kufat (talk) 22:52, 10 July 2023 (UTC)

I certainly can't see any benefit to it. --Kahran042 (talk) 18:44, 13 July 2023 (UTC)
Agreed, it seems to run contrary to the spirit of NetHack's item randomization system, which is that you deduce the item's identity by experimentation. As to why it was implemented in the first place, my best guess is that the DevTeam wanted to discourage players from getting themselves killed early on by e.g. quaffing acid or reading cursed create monster, so they made the messages deliberately vague until you've got a few levels under your belt. (But then, why would the most frail role lose beginner status the soonest?) I certainly wouldn't miss the system if it were removed. --Darth l33t (talk) 13:19, 15 July 2023 (UTC)