No alchemy except at an alchemy station...

Post » Thu Sep 22, 2011 4:37 am

http://ecx.images-amazon.com/images/I/411Qd%2BKTNWL._SL500_AA300_.jpg

I think we should still be able to make basic potions with a m/p out in the wild... its totally feasable to make a basic poison or ointment for mild injuries.. I agree alchemy in the wild is stupid.. in Oblivion I never took my glass alchemy equipment out.. but I always took a m/p. I hope a m/p had not been reduced to a click to use workstation like the benches in FNV.
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Amy Melissa
 
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Post » Thu Sep 22, 2011 10:36 am

I don't mind it. I always thought it was a bit contrived to be mixing dozens of potions in a vampire cave. It adds to the strategy to be prepared before heading out.

Don't really care either way, but I don't mind it.
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Sakura Haruno
 
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Post » Thu Sep 22, 2011 5:40 am

It'll be modable.
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sara OMAR
 
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Post » Thu Sep 22, 2011 6:33 am

I don't mind it. I always thought it was a bit contrived to be mixing dozens of potions in a vampire cave. It adds to the strategy to be prepared before heading out.

Don't really care either way, but I don't mind it.


Pretty much this...
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Jonathan Egan
 
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Post » Thu Sep 22, 2011 3:46 am

I will use the mod that makes alchemy portable.
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Mark Hepworth
 
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Post » Thu Sep 22, 2011 10:01 am

I would have preferred just giving a penalty to portable alchemy (mortar & pestle), say -25 so that it's much less effective. But at least it should be very easy to mod in even if they've removed the portable mortar and pestle from the game because it doesnt have a function anymore.
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Brian LeHury
 
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Post » Wed Sep 21, 2011 6:41 pm

You know, I hated when i snuck up one someone, took out my dagger and noticed i was out of poison, so my character would stealthilly take our his mortar and pestle, alembic, calcinator and started grinding away, boiling up a poison, applying it to his blade then stabbed the person. I agree with the change, simply because the other way allowed for unrealistic situations. and asking me to not do it that way is hard, because i could.
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Mr. Ray
 
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Post » Thu Sep 22, 2011 8:27 am

:violin:
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Kay O'Hara
 
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Post » Wed Sep 21, 2011 9:40 pm

I am pro this change.
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Sammie LM
 
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Post » Thu Sep 22, 2011 3:46 am

Couldn't be happier. Alchemy looks amazing in the OXM screen and Pete just tweeted "So instead of just a menu w no backdrop, or just a table in 1st person, you see yourself working in the background." He said the same applies to bartering, lockpicking, cooking, etc.
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CHangohh BOyy
 
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Post » Thu Sep 22, 2011 4:22 am

Bit torn about this issue. On the one hand making the potions you needed on the fly (maybe with ingredients you collected on the spot) was a big part of the appeal of alchemy, on the other hand having to properly prepare yourself before venturing out can really add to the game :shrug:
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Benito Martinez
 
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Post » Thu Sep 22, 2011 7:59 am

I just hope poisons last longer than one hit this time around, otherwise we're gonna run out of poisons pretty quickly. Then running back to town to do some alchemy will get very annoying.

I guess if alchemy is restricted to towns, then enchanting and smithing will be too. It's only fair for all three crafting skills to be treated equally.
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Amiee Kent
 
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Post » Thu Sep 22, 2011 9:42 am

Mortar and pestle are no handheld brewerey, they are used to pulverize ingredients.

I am a fan of alchemy, and I'm happy with potions and poisons needing to be prepared in advance.
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Marine Arrègle
 
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Post » Thu Sep 22, 2011 4:43 am

I am pro this change.

Couldn't be happier.

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:)Colleenn
 
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Post » Thu Sep 22, 2011 12:17 am

Maybe you can eat the raw ingredients for a small effect but otherwise I welcome the change.

Alchemy is going to rock in this game. As a matter of fact I am thinking about my first character being an archer that is an expert alchemist.
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Miranda Taylor
 
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Post » Wed Sep 21, 2011 6:24 pm

I can see using a small mortor and pestle in the wild, but the whole achemy set at a station adds to the verisimilitude I enjoy in these games.
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Abel Vazquez
 
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Post » Thu Sep 22, 2011 7:12 am

I think this is why cooking was implemented. It adds more RP realism on both sides- you create magic at an altar, where it belongs. And cooking will most likely offer short term buffs, else why even put it in the game?

So adventurers cook outdoors, and magicians pour over dusty tomes and make potions. Sounds great to me. :)
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Robert Devlin
 
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Post » Wed Sep 21, 2011 9:54 pm

It's not feasible nor realistic at all to do things like making potions or repairing armor in the middle of nowhere.
This makes it realistic. realistic = good.
Good change IMO.
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Tanya Parra
 
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Post » Thu Sep 22, 2011 4:08 am

You know, I hated when i snuck up one someone, took out my dagger and noticed i was out of poison, so my character would stealthilly take our his mortar and pestle, alembic, calcinator and started grinding away, boiling up a poison, applying it to his blade then stabbed the person. I agree with the change, simply because the other way allowed for unrealistic situations. and asking me to not do it that way is hard, because i could.



So they couldn't just had made it real time with some stealth penalty attached? I don't find alchemy on the go any more unrealistic than anything else super human like in the game.
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Mari martnez Martinez
 
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Post » Thu Sep 22, 2011 12:55 am

No alchmey except at an alchemy station, but what about cooking? hmmMMMMMMMMM.....................?
Also what about making things with leather does it require an anvil too :confused:
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Sharra Llenos
 
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Post » Wed Sep 21, 2011 9:53 pm

I don't think it's a big deal either. I usually collected reagents and took them all back to my house to create stuff anyway. This isn't really any different for me.

Edit: Spelling
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My blood
 
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Post » Wed Sep 21, 2011 10:11 pm

It'll be modable.

It depend on current alchemy functionality, if there is still different functions for different apparatus and quality check still work then thats will be possible create portable alchemy device thats call for thats function and open appropriate menu.
But what if alchemy was also "too spreadsheety" and apparatus functions was replaced with cool unique anims for mixing certain number of predefined recipes into few cool unique potion in cool unique bottles?
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XPidgex Jefferson
 
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