Auto-locking armor should be generated only for more experienced players
issueid=4878 08-06-2017 01:18 PM
The Creator
Number of reported issues by adom-admin: 499
Auto-locking armor should be generated only for more experienced players

Auto-locking armor is really nasty for new players, even if they have learned how to identify cursed items (see http://www.adom.de/forums/showthread...and-I-m-pissed! as an example thread). Thus it should only be generated if you are more experienced (e.g. starting with level 15).
Issue Details
Issue Number 4878
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Implemented
Priority 9
Suggested Version ADOM 2.3.0 (r73)
Implemented Version ADOM 2.3.0 (r73)
Milestone (none)
Votes for this feature 6
Votes against this feature 11
Assigned Users adom-admin
Tags (none)




10-17-2017 03:57 PM
Junior Member
To be honest I don't really think autolocking armor is common enough to actually measurably disincentivize trying out armor pieces. Getting locked in the armor is more like one of those rare occurances that may happen, and that together add different sorts of challenges to each game where one of these happens. It is not inherently lethal, at least not likely to be so, and eventually the player can get rid of the armor piece. Yes, it adds a small risk factor to equip-identifying items, but something doesn't need to be risk-free to be worth doing. The chance of the risks should just be low enough that the advantages are commensurate, and I think that is the case here. Also, regarding the post that inspired all this: yes, that is why you don't try on clothes without identifying them first, they're not worth the risk. :)

10-18-2017 12:32 PM
Junior Member
Being uncommon is not the issue. The issue is that it throws a wrench into the natural meta-identification process which is based on an actual learned skill you can get better at by paying attention, studying the guides, and getting in-game experience. Autolocking armor, on the other hand, is a completely random, highly unpredictable way to mess up your game, where the only way to completely safeguard yourself is to avoid doing what is actually fun and rewarding. It's not that it's inherently bad to have such an element in a roguelike, but rather that it has no place in early game where, even if you are an experienced player, you are likely to die earlier than getting provisions for removal (or succumbing to those provisions, in case of attempting trap-based destruction), and if you are a newcomer, it's just unnecessarily frustrating and fosters the feeling of not being in control. Not to mention that it gives even more advantage to the literate and pious characters who can ID earlier and more efficiently than the others. So all in all, definitely a correct decision on TB's part.

EDIT: The exact same thing is getting destroyed by a random stone block trap on the upper levels of the dungeon that can kill way too many late-blooming builds in one hit. Things like this add nothing but frustration because you know you can't get better at this to avoid the next time.

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