Talk:Ring of poison resistance

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Revision as of 18:22, 15 July 2013 by Lokkij (talk | contribs) (Fixed weird formatting)
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Developers sometimes without reasonable logic

The statement "it will rarely auto-identify" is a correct description. But as a feature not okay. It should auto-identify just like other items. And even worse is the observation that the protection against poison doesn't work as long it is not identified. This is without reasonable logic. In 0.12 it is completely a matter of good chance to find necessary scrolls even those formerly considered as commonly frequent. I have seen games where I didn't find scrolls of identify (or remove curse ...) for several D:levels and xp-levels. So it's no good to ridicule the existing problem as not serious. I would name a game *balanced* if those basic problems to survive the early game were not caused by inbuilt defects, falsely called features. -- Bwijn 11:55, 15 July 2013 (CEST)

If you feel it's a problem with the game, bring it up in GDD in the Tavern. The devs read everything there, so the issue might be addressed --Lokkij 12:12, 15 July 2013 (CEST)
Rings of resist poison still work if they're unidentified. They just don't identify themselves for venomous melee attacks (you don't get the "you resist" message). I'd have to check it in wizard mode, but I think getting hit with Sting or Venom Bolt or something would identify it, and those don't show up until the Snake Pit.
Also, they're rings of resist poison, not rings of immune to poison. Even nagas, who naturally have rPois, can still get poisoned by adders (I have my own problems with that one, but that's a different topic). --spudwalt 18:21, 15 July 2013 (CEST)