Alchemy Imbalancing the games

Post » Fri Feb 18, 2011 7:27 pm

Alchemy in both morrowing and oblivion has been a major factor in imbalancing both games. Alchemical ingredients are as common as they come, and the potions made fom them sell for a fortune. In fact with their commonality, the importance of buying (or finding) restore potions is completely irrelevant, as you could easily make 1,000x that number of potions yourself. I would really not like to see elderscrolls 5 carry on this tradition, as it really ruins the game and has made me avoid alchemy alltogether in order to achieve any sort of game balance. Here is what needs to be addressed=

1. Alchemy being the major source of income in a game (poitions= to much cash)
2. Alchemy ingredients overly common (players can create and carry 100+ restore potions)
3. Players spend more time staring at the ground looting alchemy ingredients then enjoying the game (players dont follow roads, the follow the trail of ingredients)
4. Alchemy is a grind skill (players make tons of useless potions to level the skill, restore fatigue anyone?)
5. Players can chug potions seemingly non-stop (wouldnt we get full?)



I would like to see a major revamp of alchemy in general. Several mods make different attempts at this, but a complete overhaul is needed.
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Tasha Clifford
 
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Post » Sat Feb 19, 2011 5:32 am

Sounds like a http://www.gamesas.com/index.php?/topic/1116332-tes-v-ideas-and-suggestions-180/ to me. :P

Also, you talk about how plants and mats for Alchemy are bountiful, but, honestly else would it be? Plants are plants, they grow everywhere, and there are thousands if not millions of different types of plants in the world. They are all over the place. Is Tamriel any different? Seems realistic to me.
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neil slattery
 
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Post » Fri Feb 18, 2011 8:11 pm

Let's stick to the suggestion thread with this please (linked above).
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Cash n Class
 
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