So after reading the thread about fast travel..... need I say more..... I came to start thinking about other areas in the game that could do with a little spice.
My issue is when I am dungeon crawling for 2 hours and then finally come across this super rare item, how the hell would I know what its stats were the moment I pick it up.
Granted there are some items that would have obivious stats (long sword, plate armour, etc...) but should I not have to go see a blacksmith or a antiquties dealer to get more information - until I do so the weapon just uses its standard stats until I am able to discover what the 'hidden' stats are. The game could even go as far as ultra rare items can only be 'unlocked' by discovering an old book or speaking to an old hermit...
I dunno... just a thought
Mmm... yes and no.
Yes - you shouldn't be able to tell what a weapon's stats are as soon as you pick it up. Arguably, you shouldn't be able to tell what they are at all. But I don't think you should necessarily NOT be able to tell at least something about it until someone or something else tells you and you certainly should be able to get full use out of the item before you know what it can do.
If I was doing it, what you'd be able to discover looking at a weapon would be that it was... something - flimsy, dull, average, sharp, heavy, brittle, balanced, keen-edged, beautiful... what-have-you. The game would give you at least that much feedback. And if I was designing it, that would depend on both the character's smithing skill and the character's skill with that type of weapon to some degree - the higher the smithing skill and/or the more skilled the character is with the weapon, the better the character's ability to recognize differences in quality in weapons merely by examining them. Then maybe do a similar thing with enchantments - the character might recognize merely that it's enchanted, or that it's weakly or strongly enchanted, or that it seems cold or hot or that it emits static or what-have-you. And again, tie that into a skill - enchanting skill. The higher the enchanting skill, the more the character could recognize about the existence and nature of an enchantment just by examining the weapon.
But in either event, the weapon should work to its full potential (modified by the skill of the character) right from the start, and that should be a part of the process of discovering how powerful the weapon is and what it does. A character with high skill with the weapon is going to learn quite a bit about it in a short amount of use, while a character with low skill still won't have a clear idea of just how powerful it is. A character with high enchanting skill will tend to recognize the effect of an enchantment quickly (presuming it's not one that's obvious right from the start, like fire) and will have a much easier time of seeing just how powerful it is.
And so on......
I would also have a high level weapon or smithing "perk" that would allow characters to recognize the quality of a particular weapon of that type immediately, as well as a similar high level enchanting "perk" for enchantments, though I still probably wouldn't include the actual numbers, just because I don't think I'd ever include them. I'd use a range of adjectives to describe various qualities, so one might be "heavy, clumsy and dull" and another might be "light, balanced and razor sharp" And I would also have master smiths and master enchanters here and there in the game world who could provide the same information, at a price.