Alchemy "Stations"? Wth

Post » Thu Aug 11, 2011 6:35 am

Actually, thats not dumbing down, FYI.

"Amat Victoria Curam"


To me it is dumbing down in the sense that it limits the creative space / possibilities for role playing. I called it dumbing down... guess you could call it whatever you want.
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Ana Torrecilla Cabeza
 
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Post » Thu Aug 11, 2011 9:13 am

To me it is dumbing down in the sense that it limits the creative space / possibilities for role playing. I called it dumbing down... guess you could call it whatever you want.

Dumbing down in a way that you actually have to prepare for things when you are near civilization or at least useable equipment, not just make more healing potions when it's convenient?

So at some points when they make the game easier it is dumbing down, but when they make it more challenging it is also dumbing down? MAKE UP YOUR MINDS PEOPLE!
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Kevan Olson
 
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Post » Thu Aug 11, 2011 8:03 am

So after reading the IGN and Gamesport QuakeCon Demo articles, you will notice that they both refer to an alchemy aparatus as a "station". I really hope that this doesn't mean that alchemy will be like creating weapons/breaking down ammo ALA Fallout 3 & New Vegas...

Although the lockpicking is also described as being very similar to the Fallout minigame (two pins, one to position on top, the other to turn 90 degrees), so I would't be surprised...

I enjoyed getting the different alchemical aparatuses, and doing alchemy out in the woods with my skooma pipe... please don't dumb down such simple things Bethesday.


How the hell is it dumbing it down? Explain that to me.
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Sunnii Bebiieh
 
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Post » Thu Aug 11, 2011 5:46 am

It's definitely a double edge sword but that's only if we can't use a mortar outside of those stations. If it's like Fallout 3's workbench, oh boy I can see the Rage coming.
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Sarah Edmunds
 
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Post » Thu Aug 11, 2011 4:39 am

I hope this is not true. I like the idea of being out in the wilderness and creating potions from the source of the ingredients. This will really disappoint me if it is restricted to just stations.
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Nathan Risch
 
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Post » Thu Aug 11, 2011 11:46 am

I see a lot of the design decisions from ES to Fallout, making it into Sky. Not looking good at all.
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SexyPimpAss
 
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Post » Thu Aug 11, 2011 11:08 am

I see a lot of the design decisions from ES to Fallout, making it into Sky. Not looking good at all.

Is it confirmed that there's no portable mortar and pestle? And if those design decisions are good, how is that a bad thing? Especially if there's both?
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Hannah Whitlock
 
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Post » Thu Aug 11, 2011 8:13 am

Well, it dose add to the realism of the game. Wile not convenient it is realistic and I like it for that reason. Totally not realistic to be able to carry around with you a 500 lb. smithing set! :wink_smile: And, you will need to make sure your prepared before you embark on a journey. I played Aion for about 7 months and the crafting system was something that you needed stations for. I really didnt mind that at all. From the sounds of it there will be stations scattered all over the place so really its not a biggy! ^^
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Umpyre Records
 
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Post » Thu Aug 11, 2011 2:23 am

Is it confirmed that there's no portable mortar and pestle? And if those design decisions are good, how is that a bad thing? Especially if there's both?

I go by Beths history.
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Alyesha Neufeld
 
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Post » Thu Aug 11, 2011 7:57 am

Dumbing down in a way that you actually have to prepare for things when you are near civilization or at least useable equipment, not just make more healing potions when it's convenient?

So at some points when they make the game easier it is dumbing down, but when they make it more challenging it is also dumbing down? MAKE UP YOUR MINDS PEOPLE!


You didn't understand what I meant. Dumbing down, as I was using it, has nothing to do with "challenge" it has to do with the amount of possible actions the player can do. Say for example, a role player will have more difficulty to play a traveling druid that uses his mortar, pestle, calcinator, etc. in the woods or in his cave (assuming that there is no portable alchemy, which all evidence points to). The player is being FORCED to use the alchemical items in certain exact locations.

As for how realistic it is... we have players who carry 3 swords, 1 mace, 2 cuirasses, a shield, boots, 20 potions, 5 carrots (well those are weightless), and 4 fish. How in the hell is that realistic? REALISM does not exist in TES, or in 99% of games for that matter, because it would be a damn hard game to survive and most likely would be quite frustrating.

How the hell is it dumbing it down? Explain that to me.


You should truly read a thread before posting... considering I explained what I meant a few posts above yours...... Geez!
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Marine Arrègle
 
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Post » Thu Aug 11, 2011 3:15 am

To me it is dumbing down in the sense that it limits the creative space / possibilities for role playing. I called it dumbing down... guess you could call it whatever you want.


You can role play just the same with both options. Nobody's stopping you.
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celebrity
 
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Post » Thu Aug 11, 2011 3:49 am

I actually dont mind this mainly because it is such a pain in the [censored] to have to carry around mortar and pestle, alembic etc. Now my character wont be wayed down by that stuff..besides i rarely ever use the potions i make, i just either store them away or sell them.
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IM NOT EASY
 
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Post » Wed Aug 10, 2011 10:09 pm

Dumbing down = they changed something and I don't like it, even if it increases complexity.
Gimmick = new feature I dislike.
Roleplaying = doing what I want with no consequences or feedback from the world.
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Jason White
 
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Post » Wed Aug 10, 2011 8:28 pm

I expect the"stations" will grant bonuses for crafting at them while in the "field" crafting has a higher chance of failure
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john page
 
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Post » Thu Aug 11, 2011 3:51 am

Yep, because one guy found an alchemy station somewhere that is less than 1% of the game world, we must not have portable alchemy equipment. /sarcasm
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Kim Bradley
 
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Post » Thu Aug 11, 2011 10:10 am

I think it's better! Reminds me a bit of The Witcher! How the hell is that immersive if in the middle of a Boss Fight you just pause and make a million health potions?

This gives it the nice feeling of a D&D type of game where you need to be ready before going out to the mission, so if you're going for a stealth mission, you'll go to the station and make some chameleon potions etc., if you will need your health you'll create more fortify health and so on there, and not in the middle of the boss fight..
This way you have a more of a Trial and Error gameplay rather than just the easy gameplay where you can make potions on the spot!

So I approve of Alchemy stations! :)
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how solid
 
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Post » Thu Aug 11, 2011 3:01 am

Do not want.

I find the idea inconvenient. I wouldnt mind say having a fixed place that boosted by alchemy (like wizard tower) but I can do it on the move and sacrafice that bonus.
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Nathan Maughan
 
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Post » Thu Aug 11, 2011 1:53 am

Do not want.

I find the idea inconvenient. I wouldnt mind say having a fixed place that boosted by alchemy (like wizard tower) but I can do it on the move and sacrafice that bonus.

Nobody has confirmed no portable mortar and pestle. It's very possible we might have both options.
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Kira! :)))
 
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Post » Wed Aug 10, 2011 8:38 pm

hate this, at LEAST make it so that you can carry a more basic mortar that doesn't make potions as effective, and then also have the station where you can make more advanced potions.
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Dan Stevens
 
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Post » Thu Aug 11, 2011 2:25 am

I agree witchcraft, it would be a pain for my huntsman to have to go into town every time he wants to make a potion. I am sure mods would fix this right away anyway, but still.
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joseluis perez
 
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Post » Thu Aug 11, 2011 8:47 am

I think it's better! Reminds me a bit of The Witcher! How the hell is that immersive if in the middle of a Boss Fight you just pause and make a million health potions?

If that was really what Beth was trying to get away from, they could have just shut off potion making while in combat.

Very few people in this thread have actually complained about not being able to make potions in combat. If you pay attention, they're complaining about the fact that alchemy has less options. For one thing, you can't move the equipment around. For another thing, it appears that the equipment quality will no longer have an effect on the end result. Thirdly, it appears that there's a single apparatus (no calcinator, retort, etc).

This gives it the nice feeling of a D&D type of game where you need to be ready before going out to the mission, so if you're going for a stealth mission, you'll go to the station and make some chameleon potions etc., if you will need your health you'll create more fortify health and so on there, and not in the middle of the boss fight..
This way you have a more of a Trial and Error gameplay rather than just the easy gameplay where you can make potions on the spot!

So I approve of Alchemy stations! :)

You can have the best of BOTH worlds without stationary alchemy tables. All Beth had to do was make alchemy an out-of-combat-only activity.

You don't have to call that 'dumbing down' if you don't want to, but its certainly feature shrinkage.
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Yvonne Gruening
 
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Post » Wed Aug 10, 2011 11:00 pm

I kinda of like this. i hated carrying around all the potions i made so having a alchemy station in a safehouse with a chest full of ingredients makes it more orderly.


Agreed. Also, there is a precedent in Oblivion in the Wizard's Tower DLC.

However, there should still be portable apparatuses, but maybe slightly gimped.
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steve brewin
 
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Post » Thu Aug 11, 2011 4:54 am

I actually got an alchemy lab mod in OB

cause carrying all that equipment around was annoying
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SaVino GοΜ
 
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