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Layonara MMO Please use this forum to discuss the Layonara MMO.


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Old 04-13-08, 04:54 AM #1
Masterjack
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Default Alchemy

How will alchemy work? Will it be like it is now and that any one can do it, or will you need some sort of magical training to get you started? Will we be able to make varying strengths of potions? What I mean is right now I can make a bulls strength potion that has the same power and duration as a level 3 spell caster. Will I be able to make it last longer or make it maximized so it will give max amount of strength?

My idea is to give potions levels of potency say 1-10 with sub levels a-c. How it would work is that you start making potions at level 1 a. As you progress in experience you make them at level 1 b, 1 c then to level 2 a. The sub levels would make it so your level potion lasts longer. It also could be used as uses.

Let me give an example. Say I have a level 1 c bulls potion and I need a bit of a strength boost to smash a door down. So I take a sip of my potion turning it into a level 1 b and I'm able to knock the door down but lose the strength quickly. On the other hand I could be going into a huge battle so drain the whole level 1 c potion. The effects are that it lasts longer and/or gives a bit more strength.
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Old 04-13-08, 05:17 AM #2
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Default Re: Alchemy

There are a few varying levels of potions, don't have the crafting chart right now but I think its around 3 diffrent strengths/durations.
One of the strongest reasons to have only a few diffrent "levels" of potions is that we aim to have as clean and uncluttered inventory as possible.
With alot of diffrent strength versions of the same potion you could not stack them and then would have to use alot of inventory space to store each version separately.

Edit: And yes anyone can learn it, you will likely have to be taught by an alchemist (npc) to get you started tho.

Last edited by Thak : 04-13-08 at 05:39 AM.
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Old 04-13-08, 05:47 AM #3
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Default Re: Alchemy

Alchemy will not be restricted to magic-using types, no. Anyone can learn it. Remember we're moving to a skill-based system!

Also, to further explain what Thak said, you will be able to make stronger potions as you become better at it - but at this time, there are no individual potions that vary in strength based on how many "sips" you take.
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Old 04-13-08, 09:39 AM #4
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Default Re: Alchemy

Healing "potions" would be more like an ointment, right?
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Last edited by Marswipp : 04-15-08 at 04:25 PM. Reason: Trying to add clarity
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Old 04-15-08, 01:00 AM #5
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Default Re: Alchemy

It puts the potion on it's skin!
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Old 04-15-08, 04:24 PM #6
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Default Re: Alchemy

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It puts the potion on it's skin!
Yay! no more context!
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Old 04-16-08, 01:27 PM #7
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Default Re: Alchemy

I rather liked how Oblivion had its sliding scale of effectiveness in potion where the more skilled you got the better the potion was. Rather than it's mix-and-match system of properties though, I'd prefer a more recipe-based approach. That way the CNR used for the potions can be placed in different places of difficulty based on their usefulness. I can see a balance issue if the master alchemists can make master healing potions out of the same ingredients that apprentices use, since they'd both be competing over the same CNR areas. Perhaps some "threshold" ingredients for the better potions could be used, much like how the Bodak Teeth can turn a light or moderate potion recipe into a serious or critical one. Maybe have different roots and herbs that add percentile to effectiveness or time to duration, that sort of thing.

Above all, I'd like to see the ingredients stackable, and perhaps even in a seperate inventory section like an herb bag.
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Old 04-16-08, 04:52 PM #8
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Default Re: Alchemy

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... since they'd both be competing over the same CNR areas.
How about gardens? Maybe alchemists can grow some of their own herbs and such, or buy them from farmers/gardeners. The same goes for smiths and ore (from miners), or bakers and flour (from millers), or tailors and leather (from tanners), or tanners and hides (from hunters or farmers). It may not be the case that everyone must go gather wild ingredients, or pay someone who did. I mean, why would there not be privately owned farms and mills and mines and tanners, y'know? And why would none of them sell to crafters?

I'm not saying there couldn't or shouldn't be wild ingredients, since I think that would add a lot, but that a more complete world with a better economy really needs the background reality of resource production that doesn't require a sword or spell. Non-adventuring crafters (and even adventuring crafters, if they want) should be able to get standard materials from a secure location (like a smith buying a ton of ore at the local iron mine). More unusual materials might only be available from adventurers who go off into wild areas or special contracts with a government that controls a source of whatever it is (like an adamantium mine, say).
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Old 04-16-08, 05:20 PM #9
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Default Re: Alchemy

Good idea. I'd LOVE to see a wee bit of space behind houses bought in game where you could set up a nice garden of a few ingredients. Hey, maybe Gardening could be its own trainable skill! The better you are, the quicker the harvest time, with factors like how often you take time to water your plants and pluck weeds. Prunillites should have a wee added bonus to it, or spells which specifically help fortify harvests. Now that would be fun.
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Old 04-20-08, 02:16 PM #10
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Default Re: Alchemy

The quality should increase, yes, but the time it takes? Three months to a year, as it depends on the resource grown.
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Old 04-22-08, 12:31 AM #11
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Default Re: Alchemy

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The quality should increase, yes, but the time it takes? Three months to a year, as it depends on the resource grown.
Remember dude, this is game after all. The amount of time it takes currently to do any real CNR is kind of a downer. If things were made easier, but more ranks were applied, it would be ideal in my opinion.
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