[Request] New magic items come unidentified
sandmanCCL
Member Posts: 1,389
Current Behavior:
Many of the new magical items come identified but have basic item art attached with them, meaning people who normally skip picking up, say, normal clubs (you can't even sell them for cash) miss out.
Expected behavior:
Magic items are unidentified, use different art than just basic items, or both.
I looked through the new items thread by @ajwz and was really mad. I've gone through half that content and didn't notice any of those items. Why would I scroll over the halbred carried by the gnoll dude outside the gnoll fortress especially after wading through 500 regular gnolls who carry just normal halbreds? My CHARNAME wouldn't know what that halbred was, so it seems to me like it should be unidentified.
Many of the new magical items come identified but have basic item art attached with them, meaning people who normally skip picking up, say, normal clubs (you can't even sell them for cash) miss out.
Expected behavior:
Magic items are unidentified, use different art than just basic items, or both.
I looked through the new items thread by @ajwz and was really mad. I've gone through half that content and didn't notice any of those items. Why would I scroll over the halbred carried by the gnoll dude outside the gnoll fortress especially after wading through 500 regular gnolls who carry just normal halbreds? My CHARNAME wouldn't know what that halbred was, so it seems to me like it should be unidentified.
5
Comments
I have found one of the new magical items, and it was unidentified, but I didn't know they all were. Who knows how many I have missed.
This setup would prevent experienced players, who are familiar with all the icons, from knowing on sight what "unidentified" item we've just picked up. As it stands, we're forced by the game to act as though we don't know what something is when in fact we do. Of course, we'll always recognize certain items just by virtue of where they're located or who drops them, but in many cases, changing the way unidentified items are displayed would convey more effectively the idea that, "these are definitely arrows, and they're clearly special, but that's all I know."
This change is not a perfect solution, but I do think it addresses an immersion-flubbing issue. Whether or not it can be reasonably implemented, I don't know; I can imagine complications with stackable items in the inventory. (I guess technically unidentified items shouldn't be stackable, since you can't determine what's like with like.) Alternatively, a possible way to represent the player's and/or the character's knowledge of what certain magical items look like would be to make the player identify a given item type only once: Maybe all arrows +1 do look the same, and after you've identified one, you've identified 'em all.
Either of these possibilities, I think, would correct to some extent the disparity between what players know about items and what the game pretends they don't.
I disagree that once you have identified an item, that you should be able to identify all similar items (say Arrow +1) on sight. It is more interesting to have some party members develop sufficient Lore abilities to do that.
Undentified similar to normal items doesn't call attention, and if i stop to look each item i meet on the game to see if that one is magical or not, it will bore me to the extreme of make BG EE unplayable anymore.
* Ideally, non-magical quest items would be marked only after you've received the quest, since otherwise your character isn't yet looking for them. But that might be too ornate.