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Item ID Needs to Do More

  • Thread starter Connor_Graham
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C

Connor_Graham

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Seriously. Telling us which resource something will unravel into is bascially useless as most of us can tell at a glance what something will unravel into. If you really want to make this skill a useful one that people will want to work up and use then have it tell us the exact weight of an item so we know if it's worth taking the time to imbue an extra 20 points (for example) to bump it up to the next higher resource. I think everyone would want to use it if it did this. What does everyone think?
 

Ferrut

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Seriously. Telling us which resource something will unravel into is bascially useless as most of us can tell at a glance what something will unravel into. If you really want to make this skill a useful one that people will want to work up and use then have it tell us the exact weight of an item so we know if it's worth taking the time to imbue an extra 20 points (for example) to bump it up to the next higher resource. I think everyone would want to use it if it did this. What does everyone think?

I think they should just put the total weighting of the properties in there as a normal property line.

I vaguely recall there was a KR mod that did this for KR, so I guess there will be (if not already) a mod for the new client?

Making this potential skill implementation only useful to classic client users? (Or those without the mod! :) )
 
C

Connor_Graham

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I vaguely recall there was a KR mod that did this for KR, so I guess there will be (if not already) a mod for the new client?
All the KR mod did was color code items in a corpse.
 

Hildebrand

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Perhaps add some other functionality to Item Id like if you have GM it gives some type of damage increase or resist (if you have imbuing as well or some other crafting skill).
I wouldn't even care what something unravels into since if I don't quite like the mods, I'll unravel anyway. As is.. item ID is STILL USELESS.

There is no KR mod that I've seen that showed weighting. What they had was a color scheme that went from a lighter color all the way to gold to indicate that you hit the top % of a mod on that object. Like start light blue with FCR1 then gold at FCR3. It was just a visual thing that I assume the modders plugged in.

Ya would be better if the dang game told us rather than rely on players to come up with calculators!
 

Ferrut

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Ah I see! Thanks for the clarification :)

*wonders how insane it would look if they put weighting's next to all the mod's as well the total weighting... especially on some of those new gargoyle weaps with a screen full of them...*

I (think I) would like that, but I guess some wouldn't!
 
O

Old Man of UO

Guest
I think Item ID should work similar to how Arms Lore does with smithing, fletching and such... give a bonus to imbuing property. Or perhaps it would raise the 500 weighting cap to 550 at GM.

A 5% bonus on any normal property, or even half that, would make Item ID worthwhile.
 

Maplestone

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A 5% bonus on any normal property, or even half that, would make Item ID worthwhile.
It would also effectively make it mandatory.

Has arms lore actually added anything to crafting or has it just become another obstacle to creating mixed-role crafters? How many crafters run without arms lore? (and don't have it soulstoned somewhere for use when needed)

Although the arms lore bonus was interesting at the time (and the buff was very welcome), I've swung around to the belief that it's not actually been any good for the game.
 

Hildebrand

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There's no way that the Devs will make a way to make imbuing even MORE powerful. 550 weight cap? Whoah! LOL.

Item Id would have to help in other ways though and to other templates. Perhaps a bonus, yes, to all crafting skills... sort of like how a talisman works. BUT, also add a use to a non crafter (like how alchemy helps with potion chuggers). My Alchemist crafter is quite capable on his own. Even Inscription has multi purposes too (make scrolls/books, SDI, Resist armor bonus, etc).
Would be nice if Item Id would help in survivability. An Item Id'er should be able to get armor resist bonuses (take cap to 75's?) while you have the skill. Or DCI cap to 50? Weapon gets chaos damage rather than phys damage?
It would suck having to have Arms Lore and Item ID on my crafter though. That's 200 skill points! Even Arms Lore should've had some other little perk besides the crafting bonus. Should have SSI 5 or SDI 5 as an additional perk.
 
S

Stupid Miner

Guest
Seriously. Telling us which resource something will unravel into is bascially useless as most of us can tell at a glance what something will unravel into. If you really want to make this skill a useful one that people will want to work up and use then have it tell us the exact weight of an item so we know if it's worth taking the time to imbue an extra 20 points (for example) to bump it up to the next higher resource. I think everyone would want to use it if it did this. What does everyone think?
They should make it so that Id'ers can see the intensity of an item automatically without having to target every single one.
 
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Old Man of UO

Guest
It would also effectively make it mandatory.

Has arms lore actually added anything to crafting or has it just become another obstacle to creating mixed-role crafters? How many crafters run without arms lore? (and don't have it soulstoned somewhere for use when needed)

Although the arms lore bonus was interesting at the time (and the buff was very welcome), I've swung around to the belief that it's not actually been any good for the game.
Arm's lore is not strictly "mandatory," and I have yet to GM it, but the bonus is certainly nice. As it is, Item ID really has no truly beneficial use.... that is, I just unravel stuff. You get whatever resource it produces, and Item ID makes no difference. So I find it totally useless.

If we didn't have soulstones, and now with no cool-down period, then I would agree with you.
 
S

Stupid Miner

Guest
Has arms lore actually added anything to crafting or has it just become another obstacle to creating mixed-role crafters?
I don't actually consider that to be a bad thing. Makes it less and less likely for everyone to have 1 char mule alts.
 

Hildebrand

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Ahh soulstones... well another reason to have Item Id have secondary benefits. Perhaps higher chance to find rare gems and such for your miner and lumberjack. Some reason to keep the skill rather than do the stone shuffle.

I'm just shooting ideas. Not that the devs are willing to actually fix a skill. They're more concerned with hueing pets.
 
C

Connor_Graham

Guest
Seriously. Telling us which resource something will unravel into is bascially useless as most of us can tell at a glance what something will unravel into. If you really want to make this skill a useful one that people will want to work up and use then have it tell us the exact weight of an item so we know if it's worth taking the time to imbue an extra 20 points (for example) to bump it up to the next higher resource. I think everyone would want to use it if it did this. What does everyone think?
They should make it so that Id'ers can see the intensity of an item automatically without having to target every single one.
I'd love this. :thumbup:
 
O

Old Man of UO

Guest
They should make it so that Id'ers can see the intensity of an item automatically without having to target every single one.
There was a mod for KR that allowed us to see the property intensity. We should get this back once the new client is out of beta.
 

ACB1961

Lore Keeper
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Stratics Legend
I just spent a lil' time and made an excel tool that will tell the weights by inputing the info. Saved all that item Id.
 
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Connor_Graham

Guest
I just spent a lil' time and made an excel tool that will tell the weights by inputing the info. Saved all that item Id.
Why would you want to manually input every property on every item when you could just pull up the imbuing menu and target each item, which would tell you what the intensity is without having to use a spreadsheet?
 

Spellbound

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UNLEASHED
Item ID wands don't show anything when targetting a item. Make them function like using the skill does. Perhaps giving a better imbuing chance and less resource loss for those holding an item id wand while imbuing, or having the skill on a character would be beneficial.
 
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Fink

Guest
Currently if you have Item ID alone, you can only ID Magical Residue quality, anything else is beyond your skill (likely JoaT helping there).

Item ID should at least let you lore anything without also needing Imbuing to ID the better stuff. This would make it the "Merchant" skill as is the professional title. Items have a hidden worth based on what unraveling them yields.

---

As far as other "Lore" skills go you don't need Taming to use Animal Lore, you don't need Healing to use Anatomy, you don't need Magery to use Eval Int.. etc. Item ID aside, Lore skills have a stand-alone purpose. Lore skills do strengthen their parent skills, but Item ID does nothing to improve Imbuing.

Perhaps it could give a small imbuing chance bump, or a small unraveling worth bump, or a small chance at a material cost reduction; either from top ingredients or gems or the like.
 

Coldren

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I stated a similiar suggestion within the first release of Imbuing to the focus testers, before Beta even started.

It didn't happen then, don't see it happening now. Think Leucerion (sp) was in charge of that.. Maybe SWToR will have it.
 
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Fink

Guest
Has arms lore actually added anything to crafting or has it just become another obstacle to creating mixed-role crafters? How many crafters run without arms lore? (and don't have it soulstoned somewhere for use when needed)
My main crafter has Arms Lore as a fixed skill. I haven't tried to cram every craft on him so it's a comfortable fit.

My bowyer had Arms Lore but has since becoming my artificer. Now I imbue more or less Damage Increase as needed on my bows, so I've been able to drop Arms Lore entirely, simply don't use it.
 

Storm

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I agree I have said this from the beggining when it was in beta .... and was flamed from people saying stop being lazy just add it up now people are starting to see what a pain in the rear it is!
 

Storm

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I also think it should not be a all or nothing thing but not greatly complicated
example
you have 3 percent chance per 1 point

1-33 you can only identify residue
33.1 to 66 can identify essence
66+ relics
at 66 say you have 1 percent to identify relics at 76 30% at 100 100%
otherwise it will just be a skill people put 20 or 30 into !

just to clarify this would also give you the weights but you have to be able to determine the resource given first..
 

aoLOLita

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I am very glad that I GM'd Item ID after seeing the price of Relic Frags! I usually start my gaming session with a stroll around Luna and Item ID the various wares on vendors:) If the ID says "will unravel to Relic Fragment" I buy it, if less than 50K :)

The cheapest was a jewel for some ridiculous price like 82 or 150 gp! I even found a barb kit "reject" arms on my own vendor that I had priced at 7,500 ! The average price I pay is 15K per relic frag...

But of course, I would love to see Item ID improved, too!
 
G

Gowron

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Even if Item ID will be left to just determining what an item will unravel into, then Item ID wands and staves need to make a comeback!
 

Gheed

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I like the OP's idea. And forgive me if I missed this in a reply post I did glimpse through them all. I'd put an idea up years ago to have item ID give a chance of finding an additional mod or intensity that was not seen before. Basically work like luck and only for non arty monster/t-chest loot. I wouldnt work for crafted pr npc purchased items. It would be a nice way to spice up the treasure hunter in my treasure hunter. If it stacked w/luck a GM item-id skill could produce many fragments on mediocre mobs.
 
J

Jaimes

Guest
What's sad is, imbuing's need for crafting ingredients is going to inflate the prices of all other loot. Want to get a +15 necro ring for your sampire? Good luck getting it any other way than by having it imbued. :thumbup:
 

Scarst

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They could make it so if you item ID an item it adds like +20 to its intensity value on unraveling it. That would make it desirable but not manditory.
 
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Fink

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They could make it so if you item ID an item it adds like +20 to its intensity value on unraveling it. That would make it desirable but not manditory.
That was one of my suggestions a while back. Not sure +20 is too much or too little, but I'm guessing people would regard that as enough of a boost that they'd consider the skill mandatory. It shouldn't be a must-have but then Imbuing needs little else by way of supporting skills, at least after training.
 
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Connor_Graham

Guest
They could make it so if you item ID an item it adds like +20 to its intensity value on unraveling it. That would make it desirable but not manditory.
I like this idea too. I'd even say that both this and my suggestion of showing total intensity would make Item ID a kick ass skill to have instead of the lesson in mediocrity we have now.
 

In Flames

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wait, so the Item ID that I have had for years on some character shuffled away, actually has a purpose now?

Sweet.
 

Xenobia

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I like the OP's idea. And forgive me if I missed this in a reply post I did glimpse through them all. I'd put an idea up years ago to have item ID give a chance of finding an additional mod or intensity that was not seen before. Basically work like luck and only for non arty monster/t-chest loot. I wouldnt work for crafted pr npc purchased items. It would be a nice way to spice up the treasure hunter in my treasure hunter. If it stacked w/luck a GM item-id skill could produce many fragments on mediocre mobs.
I absolutely love this idea.
I GM'd it on all accounts thinking it was going to be a super awesome addition to imbuing. I'm usually at work right now so I don't have a ton of time to read up on everything and it turns out that I kinda wasted my time. At least make it a more useful skill. And the +20 idea someone else posted was great too.
 
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Connor_Graham

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wait, so the Item ID that I have had for years on some character shuffled away, actually has a purpose now?

Sweet.
It has A purpose, just not one that's really very useful. It could really use another change.
 

Xenobia

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What template were you planning to play it on?
If this question was for me (not sure) I wasn't sure at the time which account I would put an imbuer on or if it was going to be something I may have wanted to add to a couple of accounts to integrate with other templates...like I have 3 legendary tailor/smith chars and several bard and tamer characters. Their templates are all different but in some ways the same, if that makes sense? Now I see that I will make exactly one imbuer and call it good. Too much of a pain in the arse to make more then that and really not necessary to make more then one so far as I can tell.
 
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