Feedback talk:User/Axis/Identify ALL
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Alternatively, remove the entire ID concept because it promotes needless busywork and not quality gameplay. -Auron 04:02, 14 July 2011 (UTC)
- I kinda like IDing stuff; it adds to the suspense and therefore the excitement at finding something good. Since I don't smoke, the post-dungeon merching provides a nice short break before the next marathon. OTOH, if everything can get ID'd in a single click...well, that's not much different from removing the ID system altogether.
- However, if we are going to have one, I'd far prefer Axis' system to the one currently used in GW (and, for that matter, most RPGs). So, drop the IDing concept or reduce both the number of mouse-clicks and the level of hovering-accuracy required. — Tennessee Ernie Ford (TEF) 04:23, 14 July 2011 (UTC)
- Thinking more about dropping the system altogether, I think the problem therein lies with the loot system. With no id system, I would imagine that everything would be apparent with its modifiers on pickup. If that's the case, in order to combat griefing and the loot timer, the items would have to remain hidden except to the person they were assigned to. Or better yet, just automatically identify it on pickup, that's not too terribly difficult.
- Except I like IDing too. In a game where diminished return gambling (basically) is everything, the excitement of identifying a Sup Vigor still exists. I could conceive that I would enjoy picking one up randomly just as much, but I might not.
- The tedium. Unfortunately, I think much of the tedious tasks are included in order to keep players loading less stuff over time. You can say that NPCs in towns/outposts are far away so as to make the build up and running around of people look more townlike, but in essence it provides a different purpose, to waste our time. It's also unfortunate that this is an argument against my system, because it may be the one that wins the battle. Although perhaps user input mouse-clicks are detrimental too. My understanding isn't what it could be of that. Some of the ways that I already combat this: IDing while running. IDing while waiting for timers. IDing in battle, if necessary. Sorting items for IDing while doing any of those things. Doing any of these things destroys the time you spend only IDing, which means it's not a time waster, just unnecessary monotony. --Axis 05:03, 14 July 2011 (UTC)
- So, I'd sum up the suggestion (and some of my own) as: ensure that inventory management (in all its forms) takes up less attention and time. — Tennessee Ernie Ford (TEF) 05:15, 14 July 2011 (UTC)
Me2d2.--Axis 06:17, 14 July 2011 (UTC)