this post was submitted on 15 Jun 2023
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Gaming
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It does feel a bit chess-like but I feel like even 50% win rate is probably spreadsheet-level math or even digging into the code to understand mechanics better. Looking at the information given to the player, I am not sure how effective some perks are late-game especially (like the 1 point of shielding stuff), and even when trying certain classes it seems like one is usually objectively better (or at least more straightforward/reliable).
To me it seems more like blackjack because the card I uncover could allow more rounds (not unveiling it is a loss) or it could make me lose right then anyway. But it's also a game of attrition so some actions seem to just delay the inevitable. Also 1 game already takes hours so I'd rather not prolong it.
If it were my choice, I'd add multiple ways to identify equipment organically(/one-offs, grouped) and more quickly rather than just only having scrolls/equipping (maybe even a new NPC that'd work based on what you sell to them)... similar with equipped cursed stuff (potion effects, something with shopkeeper, or some option to destroy cursed item). Sad ghost's rewards would give info when picking OR it'd boost similar equipment (identify, de-curse, and +1) rather than giving you a dupe/lesser version. Situational ways to reveal things (such as the ability to use an unidentified scroll of rage at the sacrificial fire). Last unidentified potion/scroll should automatically identify (or allow you to do so via journal).
Information/curses aside, I'd make alchemize give free sales on shop floors (free energy conversion on alchemy pot floors). Crossbow would come with a few free darts (similar to 1+1 free)