Name: Anonymous 2018-06-16 16:55
Mainstream
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Casual---------|-------------Hardcore
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Obscure
Mainstream
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Casual---------|-------------Hardcore
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Obscure
Diablo items are unidentified by default(magic/unique) and you need to cast 'Identify' or pay Decard Cain 100 bux. Diablo2 also has this system.which is the Moria/Angband way. Nethack-likes have limited scrolls of identification and usually no learnable identify spell or a reliable identifying NPC. you usually identify items by things like price i, shops, weight and controlled interactions with other items.
Diablo NPC sell stuff, tell lore and give you quests.I meant interactions between items, which is primitive in Moria/Angband and Diablo when compared to Nethack. more on that later.
Diablo2 has fairly advanced for its time item modification system: socketing, enchanting, transforms(cube recipes), a primitive crafting system.no, their're are loot-centric games which put item stats above everything else. basic item interaction in Diablo and similar games is: find weapon or armor, enchant it to hell, use it, find next one, repeat. Nethack has this too (although the enchantment simple is admittedly simple) but it's not what's really interesting. what's really interesting are special effects, not simple statistical ones: corpses of monsters that turn you into stone with touch can be used to turn enemies to stone (but you need gloves to hold them if you don't want to suffer the same effect), potions that raise your're are character level can be cursed and made to raise you up a dungeon level, magical wands can permanently engrave protective words on the floor, food rots but it can be preserved if you have a tinning kit, bladed weapons can be used for forcing locks open, any item can be used as a weapon, glass items break, scrolls get erased when they come into contact with water and get destroyed when they come into contact with fire. those kinds of things are the core gameplay of Nethack.
Diablo and its successors are item-centric games that put inventory and equipment above everything else.
what's really interesting are special effects, not simple statistical ones: corpses of monsters that turn you into stone with touch can be used to turn enemies to stone (but you need gloves to hold them if you don't want to suffer the same effect),
potions that raise your're are character level can be cursed and made to raise you up a dungeon level,Closest thing is stat-altering elixirs(d1)
magical wands can permanently engrave protective words on the floor,Are you thinking of https://nethackwiki.com/wiki/Elbereth
food rots but it can be preserved if you have a tinning kit,No equivalent in D1/D2.
bladed weapons can be used for forcing locks open,In d1 there is Disarm trap and D2 has telekinesis which safely open chests/doors/loot-containers.
any item can be used as a weapon, glass items break,There are throwing potions and throwables in D2.
scrolls get erased when they come into contact with water and get destroyed when they come into contact with fire.No equivalent, but scrolls are single-use anyway.
those kinds of things are the core gameplay of Nethack.These seem like extra housekeeping burden that don't contribute much to gameplay. If you make scrolls indestructible, it changes nothing else .
Nethack-likes have limited scrolls of identification and usually no learnable identify spell or a reliable identifying NPC.This actually a common complaint for d1
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dead monsters leave corpses &&
any item (including a corpse) can be used as a weapon.Its just that nethack is not some pinnacle of RPG design as many think("a classic gem")pinnacle of RPG design no (I'm really more of a narrativefag so while I spent a lot of time with Nethack, I'm really more into games like Planescape: Torment). classic gem yes. it's just a very well-made roguelike with complex interlocking systems. there are modern games that do complex interlocking systems better (e.g. Dwarf Fortress), but NH was obviously ahead of its time and there's a lot of stuff to enjoy about it, if you have time to dedicate to it.
Graphical real-time RPG will always be the furthest reach the RPG genre will attain, regardless of sophistication of games like Nethack which is inherently limited in its presentation and interfacefurthest reach by what standard? of graphical fidelity and intuitive interface? sure thing. of complexity? definitely not. of good mechanical design and/or writing? that's irrelevant to urns vs rt and text vs graphics.
furthest reach by what standard?Roleplaying, immersion and depth of the rpg setting. Consider a MMO where you design a character to your liking(appearance, skill build, role/subclassing) vs "Select a class&name".