Potions rings etc.

Post » Sun Sep 26, 2010 9:31 am

I don't know if anyone here plays Angband, but in that game you don't know what a potion/ring/enchanted items effect is until you drink it or buy it from a store, then you know how to identify that potion and know if a certain potion/ring/enchanted item is that or not, and you could also buy scrolls of identification, I think this would work well
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Anthony Rand
 
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Post » Sun Sep 26, 2010 2:16 am

One of the mags said that at least some of the enchanted weapons effects won't be known until you use it. Don't know if the same applies to potions and rings but I don't think every enchanted weapons effects will be hidden.
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Jessica White
 
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Post » Sat Sep 25, 2010 10:22 pm

Other, my opinion is mixed. I don't mind having to identify found enchanted weapons, armor, and apparel. But having to identify potions and scrolls and other such items is a pain.
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priscillaaa
 
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Post » Sun Sep 26, 2010 9:45 am

They had a system like this in Daggerfall I believe. I wouldn't care either way if they used it though.
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Phillip Brunyee
 
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Post » Sun Sep 26, 2010 6:51 am

Other, as in "don't care."

Identifying magic items is as old as RPGs if not more so, I can take it or leave it and not care one whit either way. :shrug:
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Damien Mulvenna
 
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Post » Sun Sep 26, 2010 1:31 am

It would be nice if the shopkeeper told you which effect enchanted items or potions carry, but was able to lie to you, so that you would have to check the truth of his statements.
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stacy hamilton
 
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Post » Sun Sep 26, 2010 2:10 pm

Other, as in "don't care."

Identifying magic items is as old as RPGs if not more so, I can take it or leave it and not care one whit either way. :shrug:

You seem to not care about anything anyone suggests <_< do you just enjoy sitting around and pointing out when people post something that's already been posted?

Also, this would be nice, but not with all items. Maybe it'd depend on you enchanting/alchemy level :)
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Miguel
 
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Post » Sun Sep 26, 2010 6:40 am

One of the mags said that at least some of the enchanted weapons effects won't be known until you use it. Don't know if the same applies to potions and rings but I don't think every enchanted weapons effects will be hidden.

Haha, like 'Explode on impact'. Yeah, you sure know that when you use it! Swing that hammer - BAM - your head pops off and the last thought creeping into your blood depraved brain is 'Oh I believe I figured out what the enchantment was..'
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cutiecute
 
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Post » Sat Sep 25, 2010 11:25 pm

Other, my opinion is mixed. I don't mind having to identify found enchanted weapons, armor, and apparel. But having to identify potions and scrolls and other such items is a pain.


I'd agree, and there should be other ways beyond just using it to tell what something is. After all, there's certainly someone somewhere who knows what a certain item is, unless it's never been seen before, and needing to actually try something out to know its effects could get pretty annoying if it's something that has negative effects. Perhaps we could have some NPCs who can be paid to identify certain items? It sounds like Diablo, I know. Or maybe you could identify certain rare items if you've read a book that talks about them. Or alternately, some items could automatically be identified for you if you have a high enough intelligence or enchanting skill or something. Because logically, if you're character has enough knowledge on the subject, he would logically be able to identify some items without help or testing them.
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Flutterby
 
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Post » Sun Sep 26, 2010 4:22 am

They had a system like this in Daggerfall I believe. I wouldn't care either way if they used it though.

You are right, however a pretty low level mage could identify them himself.
The mage guild could identify for 10% of the items cost. However the value of the item was known, if it was low the enchantment was probably junk, if it was high you could sell it if you didn't like it.

As I understood this was a misunderstanding in Skyrim. In Skyrim you will not know that you get as quest reward for many quests. In Oblivion you got a levelled item, I guess you get a fitting item from a list in Skyrim. So if you do a quest at level two you get an named iron or steel sword with a low enchantment. at level 40 you get an named ebony sword.
Because the quest giver don't know that he gives you he will not say that reward is.
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Wayne W
 
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Post » Sun Sep 26, 2010 8:30 am

In morrowind potions needed X in skill to identify them, but you could still make and drink said potion and its first effect was what the potion was named after.

In Torment and Baldurs gate you were required to identify by merchant or spel an item.
In torment if you had high enough stats you often could identify said items automatically, but only if high enough in level and stat points.
They also had Cursed items, some where great and powerful others fluffed, but each came with a hefty curse.

These were based on AD&D and were a simplified way of doing it, in the P&P each casting of spells allowed you to learn a little.
Even then more unique items would not reveil their potential outside of use, and to certain types and mentality of characters.

I really don't care if it's in tbh, and the Devs will most likely have something else planned instead of something so minor.
Then again it adds depth, so maybe a skilled modder will pull it off at a later date.
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Agnieszka Bak
 
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Post » Sun Sep 26, 2010 7:08 am

Identification has mostly been an annoyance in computer games as far as I'm concerned. The problem as I see it is that its been put into a system and utilized for all magical items which you normally swim in. This means you'll need to keep identifying things over and over and perhaps more importantly- you *can* also keep identifying things over and over. There are no restrictions, and identification is readily available. It becomes little more than a money and time-sink in the implementations I've seen in CRPGs. It is however a noble pursuit to attempt to capture the wonder of finding something that you simply don't know what it does, of discovering an item that is cursed and fuses itself to you. In moderate amounts these are interesting additions to gameplay that spice it up and break the tedium of... well normality. However in order for these circumstances to actually feel special they will need to be so rare that actually making a system for identification of items wouldn't be worthwhile. Better would be to actually have in-depth quests and dialogues, and special cursed boots that make you walk backwards when you're trying to go forwards or stuff like that. Basically all sorts of crazy stuff that don't belong in a rigid system.
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Leanne Molloy
 
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Post » Sun Sep 26, 2010 3:55 am

Well thats what I expect, hidden magic effect of item until it will be used or Identified by skill or attribute check of player or NPC service,
no need create an UI button just simple dialogue topic with scripts, NPC can also explain some properties of item at last for artifacts or valuable magic item reward.
Its greatly improve game experience by allowing whole new exploration.
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Mark Churchman
 
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Post » Sun Sep 26, 2010 10:49 am

They had a system like this in Daggerfall I believe.

Kinda. It's either skill based and i don't have the skill or they just don't ever tell you. Thus far all the enchanted items I've used remain "unkown".
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GRAEME
 
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Post » Sun Sep 26, 2010 2:49 pm

Other: what you said + understanding potions instantly if you have High Alchemy + understanding enchantments instantly if you have high Enchanting.
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Pixie
 
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