Why are we still identifying items?

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Direfell#7544 wrote:
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It presented to double your dopamine — first you can get excited when you found items and then when you are identifying them. Well, second dose is not guaranteed :)


I thought that was a lame reason at first, but with the tier system I totally get it.

Identifying a tier 4-5 amulet is like unwrapping a birthday present


Have you never felt the fuzzy feeling when ID'ing a high tier item before? and then the dissapoint when it's accuracy and life regen again?


Oh, I've felt it a tonne in poe2. Found like 12 amulets that made me think "Wow! this would be amazing if my build used any of those mods!"

Wait. How are you getting the hooded one in your hideout? Mine won't let me place him.
They should drop ID'd.

And as someone else mentioned, yeah gosh darned right ill set up a filter so I dont see worthless crap.

Right now I've my item filter set up to only show me actual currency + waystones, rares relevant to my class (99% of these I still dont pick up), and some uniques and white bases.

So RN I dont see the vast majority of drops already, and by doing this its tripled my income.

All I do is the fun part of the game, combat and leveling up, and I make crudd loads more money. First 200hrs I had 4 div. Last 100 hrs since I gave up on items, I've got 12 more div. Did I mention this made the game way more fun? It does :D

Itd be even better if things dropped ID, then my filter could see whats good and id pick stuff off the ground instead I'm going to trade and just buying *exactly* what I want. No RNG. No time waste. No failed rolls, no lost currency. I just get exactly what I want, instantly.

Yah IMO, they should remove 'unidentified' as a mechanic. Pointless handbrake.

Edit: in my last 100 of 300 hrs I think I've gone up like 5 levels,
Last edited by EdwardReynolds#6959 on Jan 15, 2025, 10:15:30 PM
Having unidentified items can potentially increase an items trade value.
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The real question is: are the items rolled before the id or after?

After but the item itself has to be created to ID in the first place so it has minimum identities that determines the range of rolls on the server side.

Why after ? because we can't change the result in the past. If that happening, data corruption is going on and it has to be corrected "after" the incident.
Long story for short, problems must be postponed as much as possible otherwise, we must have solutions "before" that change the past which cause another problems.

It's so called "time loop".
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Last edited by finisterre#5659 on Jan 16, 2025, 2:41:56 AM
Because PoE2 is 1999 year game.

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