Alchemy "Stations"? Wth

Post » Wed Aug 10, 2011 9:39 pm

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.
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BRAD MONTGOMERY
 
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Post » Wed Aug 10, 2011 11:53 pm

That's probably what it is. I think it's a double edge sword, yes it's nice to have it all in one place but then again I can't use a Mortar out in the middle of the woods. That's what it's sounding like to me.
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krystal sowten
 
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Post » Thu Aug 11, 2011 3:32 am

Well the fact that we have stations does not necessary meant that we don't have a portable apparatus as well, so I wouldn't panic just yet.
If NPCs work, do things they'll need workstations, and it is only logical that the player can use them as well.
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hannaH
 
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Post » Thu Aug 11, 2011 1:29 am

It certainly sounds like Alchemy is relegated to fixed stations. Its too bad really, but not surprising.

Not sure how it was in the predecessor games, but in Morrowind displaying my hard earned loot was almost as satisfying as finding it. I've put more time into arranging my alchemy and soulgem rooms than I have put into whole other games that I've enjoyed. Bethesda has forgotten about this element of play in Oblivion and appears not to have changed its mind on Skyrim.

With fixed alchemy stations, I'll no longer have an alchemy room. :(
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sam
 
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Post » Thu Aug 11, 2011 12:23 am

It certainly sounds like Alchemy is relegated to fixed stations. Its too bad really, but not surprising.

Not sure how it was in the predecessor games, but in Morrowind displaying my hard earned loot was almost as satisfying as finding it. I've put more time into arranging my alchemy and soulgem rooms than I have put into whole other games that I've enjoyed. Bethesda has forgotten about this element of play in Oblivion and appears not to have changed its mind on Skyrim.

With fixed alchemy stations, I'll no longer have an alchemy room. :(


Very true, I had not even thought about that... I remember stealing every paper I found so I could place ingredients on them and make my house look splendid for my frequent nightly Dark Brotherhood guests.:)
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chinadoll
 
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Post » Thu Aug 11, 2011 12:04 pm


With fixed alchemy stations, I'll no longer have an alchemy room. :(


Even if the fixed station is the only way, what makes you think that you can't have one in the available houses in game?
Even if for some unfathomable reason the in game houses don't come with the alchemy station option I can bet that all and any moded houses will.
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Emily Jeffs
 
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Post » Thu Aug 11, 2011 7:42 am

It is only consistent. All three producing skills will only function at stations. This was already confirmed for Smithing and Enchanting. So this isn't really a surprise.
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MISS KEEP UR
 
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Post » Thu Aug 11, 2011 1:14 am

Very true, I had not even thought about that... I remember stealing every paper I found so I could place ingredients on them and make my house look splendid for my frequent nightly Dark Brotherhood guests.:)


I did the same until I installed the Morrowind sound and graphic overhaul. Now I use many of the different hides and skins in place of parchment paper. Now that frost, fire, and void salts are WAY too awesome looking to hide away in a container, there just isn't enough paper to go around. :)

So now I'm a kagouti, alit, guar, ogrim,slaughterfish , and scamp killing machine. :)

The only problem is that some of the "liquid" materials take up a much larger area, and won't fit on most of the skins. Corprus weepings and ectoplasm are massive puddles now. :(
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Josh Dagreat
 
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Post » Wed Aug 10, 2011 8:09 pm

It certainly sounds like Alchemy is relegated to fixed stations. Its too bad really, but not surprising.

Not sure how it was in the predecessor games, but in Morrowind displaying my hard earned loot was almost as satisfying as finding it. I've put more time into arranging my alchemy and soulgem rooms than I have put into whole other games that I've enjoyed. Bethesda has forgotten about this element of play in Oblivion and appears not to have changed its mind on Skyrim.

With fixed alchemy stations, I'll no longer have an alchemy room. :(

You'll have to buy a house upgrade for it. :violin:
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Manuela Ribeiro Pereira
 
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Post » Thu Aug 11, 2011 9:28 am

I'm not surprised, but that doesnt entirely mean there aren't seperate portable items per say.


still would it have killed them to have a Use and Take option?
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Katie Samuel
 
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Post » Thu Aug 11, 2011 11:17 am

Even if the fixed station is the only way, what makes you think that you can't have one in the available houses in game?

If its anything like the display cases that came with houses in Oblivion, no thanks. I'd much prefer to simply put the gear where I want. On a shelf, on a desk, on a table, or on the floor next too some candles.

Even if for some unfathomable reason the in game houses don't come with the alchemy station option I can bet that all and any moded houses will.

Probably, yeah. But its still a cheap substitute to place-able equipment.
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KiiSsez jdgaf Benzler
 
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Post » Thu Aug 11, 2011 11:58 am

Having a fixed station for alchemy is more realistic, in my mind. Go into the wilds, collect your ingredients, come back to town and make potions in your alchemical lab.
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Sammykins
 
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Post » Thu Aug 11, 2011 11:23 am

I'm still going to be munching on loads of ingredients out in the field so I can find out what they do :D

EDIT: Don't forget, in one interview the player found an old woman's shack in the forest who was some kind of alchemist and had a station to use. I'm gunna take a guess there will be quite a few places in the wilds to craft. Kind of like camp fires in New Vegas.
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Laura Samson
 
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Post » Thu Aug 11, 2011 5:15 am

Having a fixed station for alchemy is more realistic, in my mind. Go into the wilds, collect your ingredients, come back to town and make potions in your alchemical lab.


The weight and encumbrance system is unrealistic. People have no problem shlepping around a dozen potions, a dozen scrolls, two different kinds of armor, 3-5 weapons, and a kitchen cabinet full of alchemical ingredients.... but swap half that out for a calcinator, retort, alembic, and a mortar and suddenly its not realistic.

Besides which, who said anything about going to the wilds? Perhaps I'm simply moving my highly prized alchemy gear from one abode to another.
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Solina971
 
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Post » Thu Aug 11, 2011 5:23 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.


Actually, thats not dumbing down, FYI.

"Amat Victoria Curam"
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Neliel Kudoh
 
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Post » Thu Aug 11, 2011 5:19 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 is having "stations" dumbing it down?
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Brιonα Renae
 
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Post » Wed Aug 10, 2011 10:39 pm

I've never used alchemy, I don't think I ever will. That said I still like that it's an option. C wonsidering how important the skill is for people in this style fantasy world; not to mention that nords aren't naturally skilled at magic. Alchemy stations would most likely be present in every home. The thing is that why would Bethesda not announce such along the new workbench and enchanting stations?
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renee Duhamel
 
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Post » Wed Aug 10, 2011 10:14 pm

Maybe more complicated potions need a proper work station?
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Cody Banks
 
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Post » Thu Aug 11, 2011 3:23 am

I actually think I like this. I never hoard potions beyond an unrealistic amount, so it'll be more of a tactical game for me. Gather ingredients, bring them back to an alchemy station, and decide how many I want (usually never have more then 5 or so on me at any time).
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Stacey Mason
 
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Post » Thu Aug 11, 2011 6:41 am

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.
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SHAWNNA-KAY
 
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Post » Thu Aug 11, 2011 7:38 am

How is having "stations" dumbing it down?


"dumbing down" means many different things to many different people. Lets call it "feature reduction".

Equipment quality is no longer a factor in crafting potions.
Equipment presence is no longer a factor in crafting potions (ie. in Morrowind the calcinator, alembic, and retort all helped in different ways).
Equipment is no longer transportable (even though you can carry just as many objects of the same weight)
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jaideep singh
 
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Post » Wed Aug 10, 2011 8:45 pm

Disappointing and surprising. It seems I'll have change how I roleplay now, unless I find a ownable house in the wilderness with a station.
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rolanda h
 
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Post » Wed Aug 10, 2011 8:45 pm

HOpe we can at least carry a mortar and pestle for mixing on the fly, lower quality results of course.

After all, what master of alchemy wouldnt carry one? O.o
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Andrew
 
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Post » Thu Aug 11, 2011 10:07 am

haha even more dumbing down , nice stuff !
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kat no x
 
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Post » Thu Aug 11, 2011 6:50 am

To me it sounds like a good idea if portable alchemy is included as well.

i.e. you get more powerful potions using the station, but if you're on the fly and you have to whip up a potion it can still be done.
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Mimi BC
 
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