Balancing alchemy

Post » Sat Nov 27, 2010 9:05 am

do you remember in oblivion when you created all those restore fatigue potions to make quick money? It was so comical. You get a bunch of food items, select them in the window, and just click click click click... and then you stop to listen to the wonderful music: boink boink boink boink boink boink drum rolls (alchemy level up!). That's such a joke.

I think potion making should be a serious and somewhat time consuming process. after you select the ingredients and click "create potion" button, the alchemy window should exit, and you have to watch your character performing a potion-making animation, and then you have ONE potion. To create the next one, you have to open up the window again and re-select. This way maybe we can keep players from abusing the system and make money through alchemy in every build.
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Angela
 
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Post » Sat Nov 27, 2010 6:12 pm

I'd add the ability to queue up several potions, and then string the animations together (Or make a larger batch and pour it into individual bottles). Less micromanagement for these sorts of things is better.
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Chantel Hopkin
 
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Post » Sat Nov 27, 2010 11:46 am

I think potion making should be a serious and somewhat time consuming process. after you select the ingredients and click "create potion" button, the alchemy window should exit, and you have to watch your character performing a potion-making animation, and then you have ONE potion. To create the next one, you have to open up the window again and re-select. This way maybe we can keep players from abusing the system and make money through alchemy in every build.

That would take an extremely long time. Not to mention how long it would take to scroll through my large list of ingredients and select them over and over. How about just a minor pause between each click/boink, simulating a small amount of time to make it, and not exit the alchemy window?
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Patrick Gordon
 
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Post » Sat Nov 27, 2010 4:25 pm

How about different effects are valued more or less both for money they're worth and xp you get. So creating 5 restore fatigue potions would be equal to 1 resist disease potions in both value and how quickly alchemy skill advances. Just to make alchemy less spammy while still being useful.
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Naomi Ward
 
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Post » Sat Nov 27, 2010 4:59 pm

That would take an extremely long time. Not to mention how long it would take to scroll through my large list of ingredients and select them over and over. How about just a minor pause between each click/boink, simulating a small amount of time to make it, and not exit the alchemy window?


That would be fine as well. I think there should be some sense of time passing, but I don't think we need to force the player to perform the actions over and over again with large pauses between actions. It just get annoying.

Perhaps some kind of time passage like resting? An hourglass on the Alchemy screen that reads "3m", for example. Queue up 10, and 30 minutes passes while the single animation plays.

By the way: "Location:Nova Scotia, Canada" Woo hoo! I'm originally from Wolfville, though I'm in California now.
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sara OMAR
 
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Post » Sat Nov 27, 2010 6:42 am

What about an alchemy mini-game?

Maybe make it like the 3 click putting in golf games. You can add as many ingredients as you wish to increase potential output and you push "x" 1 time to start, 1 time to mix, and a 3rd time to end the mixing.

If you do it ok, you get the normal potency and amount. If you do it wrong, you get less potency and quantity, which adds risk. If you do it prefectly, you geta small increase in potency and quantity as a reward.
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k a t e
 
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Post » Sat Nov 27, 2010 3:45 am

Maybe you can add your ideas to http://www.gamesas.com/index.php?/topic/1160690-alchemy-ideas/page__p__17031942__hl__alchemy__fromsearch__1#entry17031942 of http://www.gamesas.com/index.php?/topic/1163502-alchemy/page__p__17095888__hl__alchemy__fromsearch__1#entry17095888 threads. :)
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Dark Mogul
 
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