» Tue Feb 16, 2016 12:17 pm
I've actually been thinking about that, particularly based on what CKelly said about prefering the Witcher's model. Now, while I personally found Alchemy in Wild Hunt to be pointless and altogether uninteresting... But that doesn't mean it doesn't have some merit. In particular, recipies and multiple uses.
Alchemy in TES has several problems.
One, its tedious and time consuming. You have to go through the same mixing process whether you're making a potion for the first time or the thousandth.
Two, it's unfocused. Everything basically works the same, and potions end up being a hodgepodge of effects and times with no really coherent mechanism behind them.
Third, it scales horribly. HORRIBLY. Doesn't matter what game it is, towards the end you're always relying on bought potions than home made ones. It's only functionally useful in the early and mid game, or for really exotic effects.
Now, one thing I do like about The Witcher, and something that appears in ESO, is the use of solvents. Normally, TES just seems to assume a potion absorbs liquid from the air, but both of these games have you actively select what you're using as the mixing base. And I thunk this has potential.
First off, I'd like to see things divided more categorically. Potions, Elixers and Poisons.
Potions have a moderate duration (say 1-2 minutes) and are restorative in nature. They increase the recovery of resources throughout their duration. They are NOT instantaneous though, and their effect doesn't stack. This minimises the potion-chug problem.
Elixers are long term buffs (say, 24 hours) that don't stack. IE you can only have one Elixer going at a time. They cover things like Fortify potions, Resitances, Water Breathing etc. They're a preparedness thing.
Poisons are... Well, poisons. I'd change them to have a short to moderate duration, or multiple 'hits', rather than just one (I actually don't use poisons like... Ever... I barely know how they work as-is). You could even divide this between Poisons (resource damaging) and Toxins (Debilitating).
Anyway, these 3 types of alchemical products are distinguished based on the Solvents they use. Potions use Alcohol (fast acting). Elixers use water (easily absorbed, but prolonged). Poisons use Tars (viscious and hard to clean out of wounds). You can even add a quality component based on purity, so the more pure the solvent the more uses from the resulting creation (it dilutes the ingredients less).
So, by choosing the solvent, you determine what kind of concoction you want to make.
From there, the process is basically the same. Mix ingredients with like-effects to produce a result. I'd add a special quality to some, if not all, ingredients, to keep them useful in all types of alchemy... For instance, Wheat increases duration by X%, so even if all its effects are restorative, it still has some value in poisons.
To better handle scaling, I think a magnitude system may be in order. Different Ingredients offering different strengths of an effect. For instance, Wheat may offer 1 Restore Stamina, but a Daedra Heart offers 3. The potency of the resulting concoction is based on the total magnitude of its effects. That allows you to create more competitive brews as the game progresses. On top of this I'd add the ability to render out effects rather than creating potions, to allow you to maximise the upward potential... But it may not even be necessary...
Anyway, the final element I would include would be recipies. You can buy them, find them, or make your own, but the end is the same. You get a quick-mix recipie that doesn't require sorting through a list of ingredients. It expedites the mass production of potions you use frequently.
Of course, none of this is dealing with how the Alchemy Skill impacts the results, is it? That's simple.higher skill impacts duration, the strength-per-magnitude, and if we wanted to push it could even affect a failure chance of free-form alchemy (recipies have instructions, experements do not).