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Revive Item Identification

  • Thread starter T_Amon_from_work
  • Start date
  • Watchers 2
T

T_Amon_from_work

Guest
[FONT=&quot]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=&quot]What I propose is this:[/FONT]
[FONT=&quot]1.[/FONT][FONT=&quot] All items currently ingame are considered “identified at GM level”, thus remain as they are.[/FONT]

[FONT=&quot]2.[/FONT][FONT=&quot] 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=&quot]3.[/FONT][FONT=&quot] All other modifiers fall into these rough groups:[/FONT]
[FONT=&quot]... ... Group 1 – detectable range 0 – 20[/FONT]
... ... ... ... [FONT=&quot]FC, Mage weapon, Night Sight, Spell Channeling, all leeches[/FONT]

[FONT=&quot]... ... Group 2 – detectable range 21 – 40[/FONT]
... ... ... ... [FONT=&quot] Balanced, Mage Armor, stat increases, stat regeneration[/FONT]

[FONT=&quot]... ... [/FONT][FONT=&quot]Group 3 – detectable range 41 – 60[/FONT]
... ... ... ... [FONT=&quot] Damages (cold damage, etc), Self Repair, HCI, HLA, HLD[/FONT]

[FONT=&quot]... ... [/FONT] [FONT=&quot] Group 4 – detectable range 61 – 80[/FONT]
... ... ... ... [FONT=&quot]Hit <spell> area, Hit <spell>[/FONT]

[FONT=&quot]... ... [/FONT] [FONT=&quot] Group 5 – detectable range 81 – 100[/FONT]
... ... ... ... [FONT=&quot]Luck, reflect Phys Dmg, LRC, LMC, DCI, DI, SSI[/FONT]

[FONT=&quot]4.[/FONT][FONT=&quot] 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=&quot]5. [/FONT][FONT=&quot]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=&quot]6. [/FONT][FONT=&quot]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=&quot]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=&quot]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=&quot]Just another idea for debate.[/FONT]
 
M

Mark Knotts

Guest
I've always thought Item ID should help with your enhancing %. You know the item and it's workings so therefore you should have a higher chance to apply materials to it. Just an idea.
 
I

Ifful

Guest
As much as I like the idea, I personally think that what you are describing is FAR FAR beyond what devs would be willing to code.

I'd just be happy for a straight out Unidentified/Identified where the item attributes exist regardless, but players can't see them on the item unless they have been IDed. Unidentified would show no properties at all, and identified would show all. (You could still guess some of the attributes by simply equipping the item, but that would be part of the fun.)

And as for ID skill, a straight percentage (where 50 skill = 50% chance per attempt at identification) is just fine for me.

Not that I think a more dynamic system wouldn't be better, but rather that I can not imaging achiveing anything more complex for UO within the next millenium. That is, the one after this one.
 
T

T_Amon_from_work

Guest
RTLFC ...

Ifful - I'd settle for this and if my feeble memory is correct, it is the way it used to work. But given the amount of mods that can be on items, I thought scaling might be the more justified approach.

Mark - Actually, I think Arms Lore should be the skill to determine success of enhancement because it (now) determines the amount of DI added to weapons. A level of Item ID would certainly help in determining the exact mod gained by enhancing - and its level.
 
X

Xevious

Guest
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.
The only downside I see to this idea is the amount of loot on bosses. You would have to grab everything that MIGHT be good and look through it later. No one is going to bring along a character with GM Item ID to fight with (and if they do, how much of that loot will they get to id before the corpse decays?)
 

Cear Dallben Dragon

Babbling Loonie
Stratics Veteran
Stratics Legend
UNLEASHED
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.
The only downside I see to this idea is the amount of loot on bosses. You would have to grab everything that MIGHT be good and look through it later. No one is going to bring along a character with GM Item ID to fight with (and if they do, how much of that loot will they get to id before the corpse decays?)
Hey I like this idea alot.

and ye who is above me. there are also item identification wands and staves. i have like 600. you can use them to ID as well. and better instancing of boss loot would provide with fewer things to loot. the total loot on some of the bosses it mind blowing.
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
Item ID does need some love but I would be more for it working like luck. So you still see the attributes of a particular item but using item ID would give you another roll at either "finding" additonal mods or "discovering" that current mods were more intense. You'd have to flag the item so it could not be identified again. Maybe add in negative things too like a chance the item identification process removed a mod or made the item unrepairable.
 
S

Shioni

Guest
I wouldn't mind seeing this skill raise the value of items to sell to NPC so you can make a living off being a merchant

I mean without the skill I have made up 150k in 30 min just buying ore from a tinkers shop and selling it to a blacksmith


Or buying shafts and feathers and selling bolts.

Since its obviously not hard to make a lot of money playing with NPC merchants This skill be nice to let the less experienced players get some money.

Id like seeing more people shopping vendors then begging for insurance money.
 

Nystul

Lore Master
Stratics Veteran
Stratics Legend
Unidentified items in UO used to be a lot of fun back in the day. The problem now is 99%+ of the items being generated on corpses now is junk to most players. If I had to ID all the junk there is now I wouldn't bother looking lol.

They would really have to revamp the loot tables a bunch to even consider bringing itemid back into play. Personally I don't think monsters should drop items all the time. It should be a semi rare occurance. But again the loot tables are pretty yucky. :X
 

Nystul

Lore Master
Stratics Veteran
Stratics Legend
I wouldn't mind seeing this skill raise the value of items to sell to NPC so you can make a living off being a merchant

I mean without the skill I have made up 150k in 30 min just buying ore from a tinkers shop and selling it to a blacksmith


Or buying shafts and feathers and selling bolts.

Since its obviously not hard to make a lot of money playing with NPC merchants This skill be nice to let the less experienced players get some money.

Id like seeing more people shopping vendors then begging for insurance money.
Most games is like that. Most games you make your gold or whatever the currency from selling to NPCs. Would be nice if they cut back the spawn rate of items and made items more valuable depending on intensities so that players could make gold from it. Not from a farming standpoint, but from a new player trying to get into the game and needing/wanting insurance money or even spending money to improve his items lol.
 
T

T_Amon_from_work

Guest
While I agree in the main, it's also why I put things like resists in the "displayed always" group. Many folks use these as one of the controls to determine keep-ability.
 

R Traveler

Crazed Zealot
Stratics Veteran
Stratics Legend
What about crafters? Do tailor need to be GM in ItemID to understand what he made few seconds ago?
 
C

canary

Guest
What about crafters? Do tailor need to be GM in ItemID to understand what he made few seconds ago?
I'm a crafter and I would be OK having to learn this skill.

Personally, it was fun 'back in the day' having to sort through the loot to see what was what.
 

Clog|Mordain

Lore Master
Stratics Veteran
Stratics Legend
I think to insure and use insured items you should need 100 Item ID skill.
If that happened, Im sure you would see alot of the little playerbase is left leave, everyone has come to rely on insurance to much. I, for one, hate the idea of insurance, but it isnt going to be taken out of the game anytime soon, if at all.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
I don't like the idea of making all items unidentified since there are so many items a character encounters in their travels - I would feel compelled to put item id on all my hunting characters.

But I do like it as a subsystem for a particular dungeon or class of items.

For example: have a dungeon where everything dropped as if you had +100 to +1000 luck, but with item properties obscured with a "mystery" tag that could only be removed with item id. The "total intensity" on the item would be used to determine the item id skill required (perhaps have a little random check for success/failure if it's close to your skill).

I'd also agree that ancient-artifact-type items could use some more gameplay in unravelling their secrets.

( I would have suggested it for seeds, but we now have a way to id those :) )
 
T

T_Amon_from_work

Guest
Actually I'd like to see insurance gone the way of the Dodo. Honest. I don't use it ... I learned UO play before Tram - it didn't exist then. It needn't exist now either.
 

drinkbeerallday

Visitor
Stratics Veteran
Stratics Legend
If that happened, Im sure you would see alot of the little playerbase is left leave, everyone has come to rely on insurance to much. I, for one, hate the idea of insurance, but it isnt going to be taken out of the game anytime soon, if at all.
Did I say anything about taking it out of the game?
 
K

Kith Kanan

Guest
I hate the idea , with the amount of crap items that drop , I'll need a pack mule that can carry 2500 items with no weight limit , or to allways run my second pc with a GM item toon id stuck to my main toon when I hunt .
And no having item id on a toon I hunt with is NOT an option...

Kick the useless skill out of the game !!!!
 
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