Why identify items ?

"
Basti24b#1858 wrote:
its called immersion

Waste of time and total nonsense. Who needs that? Why not show already the specs of dropped items? Instead we have to go back hideout or town to get them identified. Are we stuck in 2000 with old game psychology nonsense or is it 2025?
Last edited by Seyfzone#9724 on Jan 28, 2025, 9:24:06 PM
Inventory management side quest.
"
Basti24b#1858 wrote:
its called immersion


100000% disagree.

The immersion comes from killing monsters/clearing maps. There's nothing immersive about having to stop for 10 seconds to identify an item to see if it's worth picking up. It's nothing more than a chore.

This is also why character inventory should hold more space, or there should be a pet that carries more gear. Having to portal back to town just to stash items completely breaks the immersion.

It's about artificially pumping up hours played, there's really no other logic behind some of these time wasting mechanics. Probably also why they don't have inventory sorting and a stash tabs yet.
Last edited by CovidPatientZero#0332 on Jan 28, 2025, 9:44:20 PM
In D2 you can sell unid uniq items for better price than low rolled.
Same here I guess, at least for some items.

It's a very deliberate design choice and it's rooted in three factors:

1) Picking up an unidentified item and identifying it is literally the scratch ticket mechanic implemented into the game. It lights up the same parts of your brain that make you like the "thrill" of gambling.
P.S.: If you don't think this is fun, this just means you're rational enough to not see the fun in gambling, but I'll tell you: most people aren't rational enough.


2) Dropping identified items will be a big QoL improvement for most players when you couple it with loot filters, but it'll also make it overpowered for a few.
People who know how to farm efficiently (and are willing to put in the time) drop and identify hundreds or thousands of rares. This is a considerable part of "downtime" for them that will be completely wiped with loot filters hiding trash rares based on mods. Even not allowing loot filters to filter based on mods would still be a significant change


3) GGG balances the game around the few I mentioned, not on the majority.
Last edited by _rt_#4636 on Jan 29, 2025, 11:56:48 AM
I think "stuff on the ground" is unidentified because of server limitations

Don't see why it can't get identified as soon as it's in inventory though, or a button to identify everything instead of having to go to an NPC

"Friction" is not the answer otherwise we wouldn't even have wisdom scrolls, "legacy" can be the only reason
It would be a great addition if all items less than unique dropped as ID.

My loot filter would show me that its good and I can pick it up.

But since 99.9999999% of all item drops are worthless vendor items you would get zero dopamine.

Atleast now you pick up some Tier 5 wand or bow and you think just for one second it might be worth more than 1500g but it never is.
It's to keep you interested in the loot and manage your inventory. If everything is already identified, then you end up like Last Epoch were you focus entirely on your filter and the loot become 99.99% uninteresting. Only looking out for the top 0.01% item that can drop that you can sell at the market. Sure it helps with the filter, but it's a boring mechanic that removes the thrill to physically pick the item and identify it hoping to hit big. Just look at D4. So many items that you just ignore and only pick the flashy ones. Looting becomes boring.

Report Forum Post

Report Account:

Report Type

Additional Info