T
T_Amon_from_work
Guest
[FONT="]UO is not Diablo. Ever since AoS, many players have stated this, myself among them. The automatic display of all characteristics of an item is ridiculous. I propose bringing back Item Identification to the game, yet retain the attributes.[/FONT]
[FONT="]What I propose is this:[/FONT]
[FONT="]1.[/FONT][FONT="] All items currently ingame are considered “identified at GM level”, thus remain as they are.[/FONT]
[FONT="]2.[/FONT][FONT="] New items introduced after implementation of this would display the following attributes without using the skill: Resists, UBWS, lower requirements and slayer property.[/FONT]
[FONT="]3.[/FONT][FONT="] All other modifiers fall into these rough groups:[/FONT]
[FONT="]... ... Group 1 – detectable range 0 – 20[/FONT]
... ... ... ... [FONT="]FC, Mage weapon, Night Sight, Spell Channeling, all leeches[/FONT]
[FONT="]... ... Group 2 – detectable range 21 – 40[/FONT]
... ... ... ... [FONT="] Balanced, Mage Armor, stat increases, stat regeneration[/FONT]
[FONT="]... ... [/FONT][FONT="]Group 3 – detectable range 41 – 60[/FONT]
... ... ... ... [FONT="] Damages (cold damage, etc), Self Repair, HCI, HLA, HLD[/FONT]
[FONT="]... ... [/FONT] [FONT="] Group 4 – detectable range 61 – 80[/FONT]
... ... ... ... [FONT="]Hit <spell> area, Hit <spell>[/FONT]
[FONT="]... ... [/FONT] [FONT="] Group 5 – detectable range 81 – 100[/FONT]
... ... ... ... [FONT="]Luck, reflect Phys Dmg, LRC, LMC, DCI, DI, SSI[/FONT]
[FONT="]4.[/FONT][FONT="] By the time your Item ID skill is at the top of a range, you have 100% chance of detecting that group of mods and lower. You also have a 5% chance to detect something in the next group up.[/FONT]
[FONT="]5. [/FONT][FONT="]Once modifiers are detected and exposed, they remain so. Thus a GM in Item ID could easily expose all mods for item sales.[/FONT]
[FONT="]6. [/FONT][FONT="]One additional line added to the item display: Identified by <character>. This line will be replaced if someone with higher Item ID skill uses it and successfully unveils another mod. Once a GM has ID’d the item, this is locked.[/FONT]
[FONT="]I spread modifiers out across groups because if I had lumped all the choice mods in lower groups there would be no incentive for a GM Item Identification skill, would there?[/FONT] And these are only **suggested** groupings - I'd like more concentration on the "would this work?" part.
[FONT="]What I would hope can come of this is the need for characters that can ID things for others … just like what used to happen around the town forges many moons ago. It also returns some level of mystery to using items that have not been fully Identified ... gee, this kryss appears to have a good leech![/FONT]
[FONT="]Just another idea for debate.[/FONT]
[FONT="]What I propose is this:[/FONT]
[FONT="]1.[/FONT][FONT="] All items currently ingame are considered “identified at GM level”, thus remain as they are.[/FONT]
[FONT="]2.[/FONT][FONT="] New items introduced after implementation of this would display the following attributes without using the skill: Resists, UBWS, lower requirements and slayer property.[/FONT]
[FONT="]3.[/FONT][FONT="] All other modifiers fall into these rough groups:[/FONT]
[FONT="]... ... Group 1 – detectable range 0 – 20[/FONT]
... ... ... ... [FONT="]FC, Mage weapon, Night Sight, Spell Channeling, all leeches[/FONT]
[FONT="]... ... Group 2 – detectable range 21 – 40[/FONT]
... ... ... ... [FONT="] Balanced, Mage Armor, stat increases, stat regeneration[/FONT]
[FONT="]... ... [/FONT][FONT="]Group 3 – detectable range 41 – 60[/FONT]
... ... ... ... [FONT="] Damages (cold damage, etc), Self Repair, HCI, HLA, HLD[/FONT]
[FONT="]... ... [/FONT] [FONT="] Group 4 – detectable range 61 – 80[/FONT]
... ... ... ... [FONT="]Hit <spell> area, Hit <spell>[/FONT]
[FONT="]... ... [/FONT] [FONT="] Group 5 – detectable range 81 – 100[/FONT]
... ... ... ... [FONT="]Luck, reflect Phys Dmg, LRC, LMC, DCI, DI, SSI[/FONT]
[FONT="]4.[/FONT][FONT="] By the time your Item ID skill is at the top of a range, you have 100% chance of detecting that group of mods and lower. You also have a 5% chance to detect something in the next group up.[/FONT]
[FONT="]5. [/FONT][FONT="]Once modifiers are detected and exposed, they remain so. Thus a GM in Item ID could easily expose all mods for item sales.[/FONT]
[FONT="]6. [/FONT][FONT="]One additional line added to the item display: Identified by <character>. This line will be replaced if someone with higher Item ID skill uses it and successfully unveils another mod. Once a GM has ID’d the item, this is locked.[/FONT]
[FONT="]I spread modifiers out across groups because if I had lumped all the choice mods in lower groups there would be no incentive for a GM Item Identification skill, would there?[/FONT] And these are only **suggested** groupings - I'd like more concentration on the "would this work?" part.
[FONT="]What I would hope can come of this is the need for characters that can ID things for others … just like what used to happen around the town forges many moons ago. It also returns some level of mystery to using items that have not been fully Identified ... gee, this kryss appears to have a good leech![/FONT]
[FONT="]Just another idea for debate.[/FONT]