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If there wasn't identifying there would be huge names popping up everywhere. Set items like Tal Rasha's Lidless Eye Swirling Crystal, or trash with big names would take up three times the looting box of everything else on the ground. It's just there to keep big names small till it's in your inventory.
I agree that the identify mechanic is old and antiquated. Just got done playing Torchlight for a couple of hours, and it reinforces this notion (it's still a fun game, and you guys should try it.)
However, gold sinks have to exist to make gold have meaning and value. Otherwise inflation would run completely rampant and we'd be back to SoJ's and HR as currency.
One idea (I forget where I read it, apologies to original author), was that your level one character can't identify your basic blue item. He'd have to pay Deckard (no rescue/free inspects) to see anything (and maybe rares, uniques, and sets cost more to identify, too!). After a certain quest (half way through normal, maybe), he learns to identify blue items up to item level X, which would cover most of Normal difficulty. Then at the end, he learns Inspect II, so he can inspect blues up to Y, and rares/uniques/sets up to X, and so on. At the end of Hell, you can inspect anything other than end game rares/uniques/sets, which cost a lot of money to identify, therefore providing a big sink to stabilize the gold currency.
Feels interesting. It would make it more realistic (if the guy can ID, then ID it already without the need for us to click somewhere). And would also control the gold a bit, and give it another use.
Selling Unid items had an economy of its own though. And I'm not sure I'm quite clear on the argument, but those arguing that money has little use clearly haven't seen the large number of gold find builds and how important gambling actually is.
Personally I think Identify is a pointless mechanic. Give items hidden bonuses like you suggest, its a good idea. A few games have incorporated both hidden bonuses and bonuses that unlock over time on items.
I'd just as soon get rid of the identify mechanic, items could easily drop with their stats rolled without needing the second step of identification.
Nice idea KnS, but I would rather use it for some secondary effects rather than the whole item effect ( only secondary effects would be unidentified, not the whole item ), so if you find a sword with focus on your attack speed, then unlocking hiden secondary effects would follow prety much the same focus ( chance to gain +30 att speed for 10 sec or just +15 to att speed ) or something like that.
I would agree with those posters who have said that the original idea just can't work, since every item needs to be identifiable, even items your class can't use.
And I am also with those who would like to remove the identify mechanic altogether from D3. It's not just a money sink, it's also a completely pointless time sink -- and as far as I'm concerned, identifying your stuff is about as much fun as preparing a tax return -- it's tedious bookkeeping. I don't mind it so much in games that have a lower drop rate, but in Diablo-style games which have a never-ending torrent of items, it's a constant irritation.
I just installed a Torchlight mod which removes the identify mechanic completely from that game, and IMO it's a vast improvement
As for this:
Quote:
Originally Posted by mogumaster
If there wasn't identifying there would be huge names popping up everywhere. Set items like Tal Rasha's Lidless Eye Swirling Crystal, or trash with big names would take up three times the looting box of everything else on the ground. It's just there to keep big names small till it's in your inventory.
That's trivial to solve. Just give each item a short display name, or only display the generic item type and quality.