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Identified Creations

Posted: Fri Mar 15, 2019 12:14 am
by Dakkoth
How about things that we create from Forge Talisman for example be already identified? I mean come on! We created it. We know what it is. Why must they still be unidentified thereafter?

That is all.

I agree! And...

Posted: Thu Apr 04, 2019 12:34 am
by Ruben
If I identify something, it should remain identified...

If i drop it, trade it, or put it in a vault, and leave and come back, why should I really have to identify it again?

Re: Identified Creations

Posted: Thu Apr 04, 2019 10:21 am
by Cedar
Suppose you make a sandwich, and leave it in some open public place. When you come back to it, there's another near identical one next to it. Which one is yours? :) Inside one sandwich are a few fresh made pickles, while the other sandwich has opted for using hotdog relish instead, a clear travesty! So you had to examine the sandwiches, maybe take a bite to find out.

Same thing being true, with some in game items. You may have labored your time building a 99-charge V.Long Sprint alteror, and left it in your house's vault. However, a covert infiltrator from another house found their way into your house, and has been working tirelessly on a replica of the item you made; their life's goal! However this time, they've configured the replica to spread room-wide V.Long bleeding onto everyone. Score one for the sneaky infiltrator!

Long story short, ya probably should be identifying your items, especially after you place them on the ground and pick them back up.

Re: Identified Creations

Posted: Thu Apr 04, 2019 4:46 pm
by Ruben
I never leave a sandwich partially eaten, and theres no such things as V Long Sprint alterors... :mrgreen:

The changes to identify I'm suggesting were part of UL SoT and theres been at least 4 people I've ran into n who would like it back.

If you put your hand in a fire and get burnt, so you need to do it again to know it hurts? No, it's redundant, just like ID in it's current form.

Re: Identified Creations

Posted: Fri Apr 05, 2019 9:38 pm
by Tentacle
Not that I disagree, but, you have to keep in mind that persistent identification was a part of SoT Game Mechanics because ~ONLY~ DreamSeers could Identify.

If we're going to state that something was in another version we need to also look at ~WHY~ it was that way.

Re: Identified Creations

Posted: Sun Apr 07, 2019 10:06 am
by Dakkoth
Whether a talisman must be reidentified at a later point due to leaving a room, giving to another player, etc. is irrelevant to this rather simple topic. I would actually prefer that to stay the same as far as having to reidentify as one would really not know if anything or anyone had swapped them for something else.

All this topic is intended to discuss is having to identify something directly after creating it. A Quest you create...A codex you Inscribe....a Talisman you Forge...all of these items your character has explicit knowledge of as they are the creator. The talisman goes directly into ones inventory. So why shouldn't they know every detail about it as if it were identified from the start? Again, if you leave it in a room, give it to another, etc. I would agree you should have to reidentify. But it should be identified as soon as you create it.

It's just a suggestion after all of something that doesn't make sense. A small tweak to make somewhere down the road. Have a great weekend!

Re: Identified Creations

Posted: Sat Apr 20, 2019 2:38 pm
by -Lacie-
This is an interesting topic, so I'd like to add my Buck and a Quarter in here.

Ok, a few kernels of knowledge, a smattering of opinion, and a few ideas:

1. Identify does more than identify an item; it also allows the Dreamer to set the item in his/her pack (no clue how this is done, so don't throw tomatoes at me!). For those OCD'ish (like me!) folks who like their pack in a certain order, this really helps!

2. I can see where someone in SoT thought ID should be a Seer major art. But, I like it as a minor better. However, when a Seer goes into a Vault or other room (or has TWO or more rooms) to Recharge/Combine, having to re-ID EVERY item AGAIN, is a PAIN IN THE NOSE! But, most others won't have this dilemma. SOLUTION = A higher plateau (higher than 29, so not available to non-Seers) could allow for items in a room be left ID'ed until the DreamSeer woke (or indefinitely, depending on how the art works)?

3. Most other folks will plateau their ID at 5th sphere (I believe, don't shoot me if that's wrong!), so a plat benefit for them could be that their set down items (See #5 - Drop vs. Give) that THEY ID'd, could remain ID'd. Unsure of feasibility. This would encourage more to plateau their Identify. If that's not doable, what about things left in House vaults (I know how you people love your house benefits!) could stay ID'd once it's done one time? Oh... and this could apply to Guild Vaults too (you didn't think I would slip that in, didcha?)

Oh and as a finishing thought... Ruben? Be nice. Cedar brought up a good point and the choices for his example are besides the point.

4. However, to Cedar's point, your example could be resolved by #3. The locations that this would only work could be "private" places, like Houses or Guilds (and by Guilds, I do mean ALL the Guilds; WordSmith, DreamSmith, Kabal, Teacher's Halls, Focus Halls, etc.). This would give a "benefit" to joining something.

5. However, when Lace hands something over and receives it back, you DAMN WELL BETTER KNOW that she Identifies it when she gets it back! Don't change that. Besides, that is part of the aspect of the Give art, whereas, the Drop feature could be the one affected by this change (referring to #3 again)? Just guessing here.

Alright, I'm starting to confuse myself... food for thought!