1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Item ID Needs to Do More

Discussion in 'UHall' started by Connor_Graham, Oct 13, 2009.

  1. 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?
     
  2. Ferrut

    Ferrut Journeyman
    Stratics Veteran

    Joined:
    Jan 31, 2006
    Messages:
    235
    Likes Received:
    1

    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! :) )
     
  3. All the KR mod did was color code items in a corpse.
     
  4. Hildebrand

    Hildebrand Certifiable
    Stratics Veteran Stratics Legend

    Joined:
    Oct 12, 2005
    Messages:
    1,697
    Likes Received:
    1
    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!
     
  5. Ferrut

    Ferrut Journeyman
    Stratics Veteran

    Joined:
    Jan 31, 2006
    Messages:
    235
    Likes Received:
    1
    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!
     
  6. 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.
     
  7. Maplestone

    Maplestone Crazed Zealot
    Stratics Veteran

    Joined:
    Jul 26, 2008
    Messages:
    3,657
    Likes Received:
    9
    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.
     
  8. Hildebrand

    Hildebrand Certifiable
    Stratics Veteran Stratics Legend

    Joined:
    Oct 12, 2005
    Messages:
    1,697
    Likes Received:
    1
    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.
     
  9. Stupid Miner

    Stupid Miner Guest

    They should make it so that Id'ers can see the intensity of an item automatically without having to target every single one.
     
  10. 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.
     
  11. Stupid Miner

    Stupid Miner Guest

    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.
     
  12. Hildebrand

    Hildebrand Certifiable
    Stratics Veteran Stratics Legend

    Joined:
    Oct 12, 2005
    Messages:
    1,697
    Likes Received:
    1
    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.
     
  13. I'd love this. :thumbup:
     
  14. 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.
     
  15. ACB1961

    ACB1961 Lore Keeper
    Stratics Veteran

    Joined:
    Dec 8, 2008
    Messages:
    989
    Likes Received:
    7
    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.
     
  16. 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?
     
  17. Spellbound

    Spellbound Lore Keeper
    Stratics Veteran

    Joined:
    May 12, 2008
    Messages:
    810
    Likes Received:
    90
    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.
     
  18. Fink

    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.
     
  19. Coldren

    Coldren Sage
    Stratics Veteran

    Joined:
    May 13, 2008
    Messages:
    741
    Likes Received:
    115
    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.
     
  20. Fink

    Fink Guest

    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.
     
  21. Storm

    Storm UO Forum Moderator
    Moderator Professional Premium Wiki Moderator Stratics Veteran Stratics Legend

    Joined:
    Mar 18, 2004
    Messages:
    7,469
    Likes Received:
    361
    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!
     
  22. Storm

    Storm UO Forum Moderator
    Moderator Professional Premium Wiki Moderator Stratics Veteran Stratics Legend

    Joined:
    Mar 18, 2004
    Messages:
    7,469
    Likes Received:
    361
    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..
     
  23. aoLOLita

    aoLOLita Sage
    Stratics Veteran

    Joined:
    Jun 4, 2008
    Messages:
    740
    Likes Received:
    16
    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!
     
  24. Gowron

    Gowron Guest

    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!
     
  25. Gheed

    Gheed Certifiable
    Stratics Veteran Stratics Legend

    Joined:
    Sep 24, 2003
    Messages:
    1,911
    Likes Received:
    173
    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.
     
  26. Jaimes

    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:
     
  27. Scarst

    Scarst Lore Master
    Governor Stratics Veteran

    Joined:
    Sep 22, 2008
    Messages:
    1,235
    Likes Received:
    91
    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.
     
  28. Fink

    Fink Guest

    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.
     
  29. 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.
     
  30. sablestorm

    sablestorm Certifiable
    Stratics Veteran

    Joined:
    Aug 23, 2008
    Messages:
    1,950
    Likes Received:
    317
    That was going to be my suggestion too. :)
     
  31. In Flames

    In Flames Journeyman
    Stratics Veteran

    Joined:
    Jun 24, 2008
    Messages:
    246
    Likes Received:
    0
    wait, so the Item ID that I have had for years on some character shuffled away, actually has a purpose now?

    Sweet.
     
  32. Xenobia

    Xenobia Lore Keeper
    Stratics Veteran

    Joined:
    May 13, 2008
    Messages:
    790
    Likes Received:
    5
    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.
     
  33. Maplestone

    Maplestone Crazed Zealot
    Stratics Veteran

    Joined:
    Jul 26, 2008
    Messages:
    3,657
    Likes Received:
    9
    What template were you planning to play it on?
     
  34. It has A purpose, just not one that's really very useful. It could really use another change.
     
  35. Rocklin

    Rocklin Guest

    Yes ignorance has its graces.
     
  36. Xenobia

    Xenobia Lore Keeper
    Stratics Veteran

    Joined:
    May 13, 2008
    Messages:
    790
    Likes Received:
    5
    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.