Why do we need to identify new items?
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People mentioning crafting a lot.
What crafting? There is no crafting in this game. |
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" To mitigate this and prevent loot filters from becoming even more powerful, I would like a function to auto-id on pickup. I like picking up unid rares hoping for the best despite knowing it's not time-efficient. Having them id'd in the field would save many trips to town that really disrupt the game flow. I already tried keeeping a stack of id scrolls on me for that, but that's also meh. " +1 I think we need another term for this process because crafting inherently (outside of D2 of course) is deterministic. You don't set out to make a table and end up with a lawn-mower ;) |
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" I was referring to the fact that you cannot get the necessary materials to craft without disenchanting. |
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I believe the identify mechanics was first used because of performance reasons, but now it's a design choice.
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" Ok, then hundred times less important, not thousand. Each mode can be stored in what, three bytes? 2 bytes for mod type and 1 for effect size. Thus, rare item can require up to 18 additional bytes after identifying it. If there are 1000 rares on the map, it will be 18kb. You think it really matters? Also, where that 10x more infos come from? Last edited by Suchka_777#4336 on Feb 6, 2025, 11:56:07 PM
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