Alchemy - Trial and Error

Post » Thu Oct 13, 2011 6:06 am

an easy way to test ingredients is save the game, eat the ingredient, write down wat happens and, if its bad reload the save.
ill probably do this just so i dont lose my ingredients testing stuff..
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Austin England
 
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Post » Thu Oct 13, 2011 12:58 am

It's wonderful, imo. The whole crafting system seems to be going the right way, with experiments in alchemy, and breaking enchantments to learn them. For me, seems to sum up the whole ethos behind the game, there can be a bit of depth without reams of numbers, all you need are a few good, effective but simple, ideas. [Flame shield activated]

Actually alchemy unlike of magic have real counterpart as chemistry and without of formulas and numbers this form of since cannot be, medieval Alchemy have them also but in obscure cryptic way instead of standardized universal formulas.
In TES unlike of many other games Alchemy dynamic no based on predefined receipts, number of combinations of them is really high, additionally we have various Apparatus thats add new level experimentation by allowing purify and enhance magnitude of effects in potion, weight and cost of potions is also dynamic and based on parameters of ingredients what also add more exploration in pursuit of best result, there even on-line calculators thats can help with such research, additionally we can enhance our since experience with mods what add new features to alchemy what impossible in vanilla, Alchemy is spreadsheety but I think no one will say thats bad feature because actually we like experiments in Art of Alchemy does not?
[Thrown Fireball to test your shield]
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Baby K(:
 
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Post » Thu Oct 13, 2011 4:54 am

Sounds interesting, like Alchemy now will be something much more involved and rewarding than just blindly picking everything out of the ground. Still don't like the fact it was moved from magic to stealth but this bit of news makes up for that. :tes:
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sara OMAR
 
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Post » Thu Oct 13, 2011 10:40 am

I find it awesome. From a gameplay point of view first.

After that, what I would like most for the alchemy system (but it's details) would be that common food has their first effect (restore stamina or health I don't know) already revealed but other ingredients haven't and that there were some heavily guarded books from a random alchemist society in the game (not describing every effect of course) but mostly I like the alchemy like it is.Moreover, it works perfectly with my character background, she has good reason to test herself the ingredients even if it's dangerous so it's perfect.
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james tait
 
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Post » Thu Oct 13, 2011 9:54 am

its definitely better than having to completely master alchemy before you can even fully know what the hell an ingredient does :banghead: . we're gonna be making 100's of random, pointless potions anyway just to level the alchemy skill, might as well have another purpose for doing so. it also, i assume, gets rid of that baffling tendency for ingredients to not even give you a certain effect until you actually have a high enough skill to know that it has that effect. can you imagine if our reality withheld poisoning us to death just because we didnt know a plant was poisonous when we ate it?

and besides, if you dont like it, there's gonna be some master list of every ingredient+ all its effects up within a week of release anyway.

You can always test result on NPC just stealthy put your unusual potion or ingridient into their inventory with "Eat Me" label :evil:
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Nuno Castro
 
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Post » Thu Oct 13, 2011 12:32 pm

Actually alchemy unlike of magic have real counterpart as chemistry and without of formulas and numbers this form of since cannot be, medieval Alchemy have them also but in obscure cryptic way instead of standardized universal formulas.
In TES unlike of many other games Alchemy dynamic no based on predefined receipts, number of combinations of them is really high, additionally we have various Apparatus thats add new level experimentation by allowing purify and enhance magnitude of effects in potion, weight and cost of potions is also dynamic and based on parameters of ingredients what also add more exploration in pursuit of best result, there even on-line calculators thats can help with such research, additionally we can enhance our since experience with mods what add new features to alchemy what impossible in vanilla, Alchemy is spreadsheety but I think no one will say thats bad feature because actually we like experiments in Art of Alchemy does not?
[Thrown Fireball to test your shield]

[Stands firm, there's a perk for that, probably] Nothing wrong with the numbers in MW and OB. What I mean is, they could have made Alchemy more complicated, added in stacks off extra effects, loads of extra equipment etc. Extra depth, extra complication, some like that, some don't, but they didn't do that. Instead, this one really simple, easy to understand, easy to implement idea, by itself, has made the system just a tiny,tiny little bit deeper
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A Dardzz
 
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Post » Thu Oct 13, 2011 3:31 pm

Sounds interesting, like Alchemy now will be something much more involved and rewarding than just blindly picking everything out of the ground. Still don't like the fact it was moved from magic to stealth but this bit of news makes up for that. :tes:


I prefer it in stealth myself, it's not like there's actually any magic involved in mixing and matching ingredients.

Awesome avatar btw. People constantly tell me I look just like Chris Hemsworth. Love that film, Thor's the coolest superhero ever...
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ANaIs GRelot
 
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Post » Thu Oct 13, 2011 1:14 pm

You can always test result on NPC just stealthy put your unusual potion or ingridient into their inventory with "Eat Me" label :evil:


Not sure if this is possible, has it been confirmed? I know you can put poison in other NPCs inventory while using stealth but if you put a potion that has 2 unknown effects and that NPC drinks it, how would you know what are it's effects unless it kills him/her? It's not like the NPC will give you a piece of paper indicating what it did to him..
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Carys
 
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Post » Thu Oct 13, 2011 9:51 am

[Stands firm, there's a perk for that, probably] Nothing wrong with the numbers in MW and OB. What I mean is, they could have made Alchemy more complicated, added in stacks off extra effects, loads of extra equipment etc. Extra depth, extra complication, some like that, some don't, but they didn't do that. Instead, this one really simple, easy to understand, easy to implement idea, by itself, has made the system just a tiny,tiny little bit deeper

Actually thats feature from Morrowind alchemy what I glad to see again but now it will be enhanced with perks.
At first, you will only be able to see one or two effects listed in the stats of any given ingredient, depending on your starting skill. Each ingredient can have up to four effects. (See the charts listed in the links below for more specific information.) The number of effects you can see will depend on your skill, based on the following values:
0-14: No effects visible
15-29: 1 effect visible
30-44: 2 effects visible
45-59: 3 effects visible
60-100: All 4 effects visible

Some ingredients have fewer than 4 effects, and you can always tell how many effects an ingredient has, because unknown effects will be listed simply as "?". However, while you may not see all the effects listed, you can still make potions with these effects. (A marked difference from Oblivion.) If two ingredients you have chosen share an effect, even one that is hidden to you, the Alchemy screen will still show you what that effect will be on your potion. (This is one way to learn the later effects of ingredients even if your skill is very low.)


Not sure if this is possible, has it been confirmed? I know you can put poison in other NPCs inventory while using stealth but if you put a potion that has 2 unknown effects and that NPC drinks it, how would you know what are it's effects unless it kills him/her? It's not like the NPC will give you a piece of paper indicating what it did to him..

If NPC will drink\eat it then positive effects is better then negative at last don't harm health magicka and stamina which NPC AI can avoid if item not a poison, additionally on consuming of such item can be VFX played on what we can assume what kind of effects ingredients has, or you can use mod like I use in Oblivion what allow see certain stats of NPC if player character win check for Attributes and Skills (intelligence more 50 + Alchemy more 50 for example allow see how stats change from potions and poisons in message box, I like experiment on caged animals and captured bandits, too bad devs remove useless for them but needful for modders attributes)
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Cccurly
 
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Post » Thu Oct 13, 2011 1:58 am

I prefer it in stealth myself, it's not like there's actually any magic involved in mixing and matching ingredients.

Awesome avatar btw. People constantly tell me I look just like Chris Hemsworth. Love that film, Thor's the coolest superhero ever...


I don't really mind where it is. Its just that to me Alchemy is a part of the arcane / magic school of thought. But since there are no more major or minor skills, all in all it really doesn't matter I reckon.

THx for liking avatar.
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Ricky Rayner
 
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Post » Thu Oct 13, 2011 4:28 pm

This means when i start out i will have a reason for reading those alchemy books.
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Jack
 
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Post » Thu Oct 13, 2011 5:29 am

Actually thats feature from Morrowind alchemy what I glad to see again but now it will be enhanced with perks.


There is a big difference between knowing just one effect, and being able to make some known potions from the start, and not having a clue at all, and having to eat items with unknown qualities, or experiment, and risk wastage, from the beginning.
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Andy durkan
 
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Post » Thu Oct 13, 2011 7:12 am

There is a big difference between knowing just one effect, and being able to make some known potions from the start, and not having a clue at all, and having to eat items with unknown qualities, or experiment, and risk wastage, from the beginning.


In Morrowind you can know no effects yet still make potions...
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Kayla Oatney
 
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Post » Thu Oct 13, 2011 2:14 am

I believe the scanned copy of the manual (turn away now if you do not want to know) said that you eat an ingredient to reveal the first effect, and then boil it down, distill etc to reveal the rest. These later techniques will be done at a station I guess. As such, the reveal "2 on first test" perk seems to simply be a helpful hand when out and about.
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Claudz
 
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Post » Thu Oct 13, 2011 4:46 pm

In Morrowind you can know no effects yet still make potions...

Oh dear, yes, my mistake. Just checked, never would have had an Alchemy below 15, so didn't realise.
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Oyuki Manson Lavey
 
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Post » Thu Oct 13, 2011 7:55 am

Oh dear, yes, my mistake. Just checked, never would have had an Alchemy below 15, so didn't realise.

Difference only thats low skills can fail you during potion creation while in Oblivion and most probably Skyrim we have no failure chances, interesting how thats will be balanced, perhaps with rarity of ingredients.
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Alexander Horton
 
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Post » Thu Oct 13, 2011 2:31 pm

I like it in Stealth. It makes sense that someone who would take the time to make potions might want spell effects without the light show. It also puts magical effects within the reach of non-magical characters, since it’s just mundane chopping and cooking.

As far as the trial and error, now I will be more inclined to listen to NPCs when they are talking about alchemy, and pay attention to any recipes that might be lying around. I’m actually really excited about this, now that I think about it.
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remi lasisi
 
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Post » Thu Oct 13, 2011 1:20 am

I think i would good if the properties were randomized for each ingredient every playthrough just to keep you on your toes.
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Dan Scott
 
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Post » Thu Oct 13, 2011 11:05 am

its cool
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Far'ed K.G.h.m
 
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Post » Thu Oct 13, 2011 6:43 am

an easy way to test ingredients is save the game, eat the ingredient, write down wat happens and, if its bad reload the save.
ill probably do this just so i dont lose my ingredients testing stuff..


meh, metagaming.

anywhooo, this new alchemy system sure does promise alot of alchemical exploring.
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Vahpie
 
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Post » Thu Oct 13, 2011 4:44 am

I'm slightly confused by it. I think I really like the idea, but there's something that I'm not sure about. We've been told that all ingredients have 4 effects, and we know that there's an Alchemy perk for revealing 2 effects instead of just 1 when you eat an ingredient for the first time. So how do we reveal all 4 effects? Do we have to eat the same ingredient 4 times (or twice if we have the "2 effects revealed" perk)? That would seem a bit odd, and would render the "2 effects revealed" perk pretty redundant, so I'm assuming there must be another way to reveal all 4 effects, but I can't think what that way might be.


I'm pretty sure that perk means you gather 2 samples rather than 1 when you pick a flower or something similar. It doesn't have anything to do with the known properties of said materials.
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Lily Evans
 
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Post » Thu Oct 13, 2011 1:00 am

http://www.youtube.com/watch?feature=player_detailpage&v=t1nTvWwJFso#t=261s - Pete Hines.

This means that you either have to :

i) Consume the ingredient
ii) Mix it and be successful

in order to find it's properties. This might be interesting because you have to be cautious not to eat poisonous ingredients or ingredients that make you sick/diseased.

It will require running a written list of ingredients that failed when mixed. But hey, that just adds to the roleplay ;) Plus this adds potential for alchemical books that contain recipies.
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Astargoth Rockin' Design
 
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Post » Thu Oct 13, 2011 8:34 am

Exellent feature.True to what alchemy is.....experimentation. :)
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Kevan Olson
 
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Post » Thu Oct 13, 2011 12:29 pm

I'm pretty sure that perk means you gather 2 samples rather than 1 when you pick a flower or something similar. It doesn't have anything to do with the known properties of said materials.


Er... no, I read it myself when I played the game. It's definitely "reveal 2 effects when you test an ingredient instead of just 1."
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barbara belmonte
 
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Post » Thu Oct 13, 2011 4:08 pm

I think it would be cool if you could gain a resistance to poison, like if you you ate a hundred pieces of Nightshade over time, you would gain 10% resistance to poison. Of course, the resistance would only go up to like, 25%, because it would a little overpowered if you could just be immune to poison.
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Dean Brown
 
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