Meissa wrote:
Identify reveals useful information about the target object....
- Quality: poor, average, above average, superior, outstanding, near god-like
Thanks. Though still nothing the non-caster is going to directly see without help. Mmm.
But enough info to brainstorm:
Consideration 1:
Ah! Maybe something can be added to the value command at the shops:
If a character who is apprentice or lower, and at a shop, using the value command, and the item is > their level:
In addition to being told how much the item may sell for, give an indicator that '<so and so> looks mighty valuable for a young adventurer such as yourself. Perhaps you want to sell it before the thieves get their hands on you.'
Essentially - Limited feature so one can't determine what levels items are, because that could become easy to do, but for newer characters to feel safer about their newbie gear.
Let's just say shopkeepers can pick out less experienced adventurer and try and 1) be a bit helpful, 2) encourage an exchange at his store, 3) leave it up to the character at that point to decide to take the risk and keep it overnight or sell it.
Benefit: helps newbies w/o benefiting others
doesn't take too much away from RP interaction with others
identification still useful.
don't need to rely solely on someone else as a low level character to know if something's not a risk
the mechanics of this change would blend into an NPC shop environment/interaction
Negative: it's a coding answer
doesn't require interaction with a PC to get an answer
it's possible to stick with the 'entry level zone' equipment and be safe without making any changes
Consideration 2:
When finishing the new newbie school -
Is there some means to point graduates to the locations of where they may find the newbie gear
Or, to at least one place more specifically in their own home kingdom.
This can be done by builders, not code, if it's not already in the works.
Easier to implement - same relative results.
Thanks for the update, Dulrik.