Potion Overdose?

Post » Mon Sep 27, 2010 11:46 am

What do you guys think of having heavier side effects to overusing potions? I recently started thinking of the chemical reactions of drinking many potions of different kinds at once. And we all know that overusing something is never a good thing right? Maybe we should have some sort of penalties if we use a lot of potions in a short period of time or mixing two kinds of chems that can create a poisonous and dangerous reaction. Maybe something of interest for the moding community?
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Lalla Vu
 
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Post » Mon Sep 27, 2010 1:05 am

What do you guys think of having heavier side effects to overusing potions? I recently started thinking of the chemical reactions of drinking many potions of different kinds at once. And we all know that overusing something is never a good thing right? Maybe we should have some sort of penalties if we use a lot of potions in a short period of time or mixing two kinds of chems that can create a poisonous and dangerous reaction. Maybe something of interest for the moding community?


The Witcher had a good system where too many potions too quickly had bad effects on you. I'd like to see something like that but if SR has as many ingredients and potential potions as Oblivion and Morrowind it might be complicated to add. The Witcher only had about 20 different potions to take into account. It would be interesting if it could be done.
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tiffany Royal
 
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Post » Mon Sep 27, 2010 4:11 am

In AD&D there was a chance that you would blow up if you mixed two different potions together. Of course there were other less dramatic results too, but it made people think before downing a strength potion after drinking a healing.

If anything you should exit your inventory after popping one potion, the five potion limit was pretty useless if you had the stronger potions that quickly filled your health, stamina, or magicka.

You should have to set hot keys to use more than one potion in a row, at least there is a chance that you will take damage as you drink. It would be even better if the potion could be dropped or knocked from your hand while drinking them in combat.
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Lexy Dick
 
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Post » Sun Sep 26, 2010 11:42 pm

I am starting to get a lill bit tipsy over here *Hips*
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Charlotte Buckley
 
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Post » Mon Sep 27, 2010 7:48 am

Well I really like TES alchemy its one of most awesome alchemy systems in RPG, there is great number of alchemy effects and awesome apparatus to change properties of potion, morrowind alchemy was best just need some improvement over it like thats what was introduced in Oblivion.
in Oblivion was introduced limit to number of active potion effects (four) thats was really good addition since limit potion drink spam fest from previous games as well fixing chained alchemy exploit, just need some improvement over it like increasing limit of quaffed potions in dependency to endurance attribute equation based on character fatigue and health maximum + alchemy skill level, so quaffed potions number can be increased by this parameters,
about potion overdose powerful potions in TES have negative side effects not only positive ones using alembic apparatus will reduce them but not remove, as well self made potions does not have instant effect all of them have duration.

If need to add potion overdose it can use improved mechanic from potion limit for example having alchemy skills will allow quaff additional potion over certain intervals in skill level, as well equation based on sum of health and fatigue maximums minus current level of fatigue and health versus potion cost (thats one way to detect magnitude of potion since cost of potion depend on ingredients and alchemy skills) will allow quaff it over limit but with additional side effect can be added as consequences it can be chance based also so really powerful individual can drink beverage for long time and resist most of side effects.
For example such side effects can be added:
Intoxication thats drain parameters overtime
http://www.tesnexus.com/downloads/images/24478-3-1242468829.jpg thats not only make visuals but also drain marksman skill
Faint and fall to ground for for time
Be slowed down and have penalty to skill thats involve fast movement and coordination
Be dumbed and have penalty to skills thats involve mind usage
Become addict to potions so receive penalties if potion not quaffed or receive reduced duration for potions effects.
Bad side effects from potion will have higher magnitude
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saharen beauty
 
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Post » Mon Sep 27, 2010 7:17 am

I like this idea in theory, but I can see it becoming monotonous over time in reality.
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Mel E
 
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Post » Mon Sep 27, 2010 1:47 am

I've wanted this feature in since Morrowind, its so easy to spam potions and get back up to speed :P

My Ideal version?

  • Potions would lose effectiveness if used constantly
  • They heal over time rather than Instantly and slowly during combat
  • They don't heal wounds or stop bleeding ....oh wait no attributes...nvm
  • They act more like stimulants (depending on ingredients used) to buff you rather than Magically clear up scraqes and bruises
  • too much use would result in poisoning depending on the type of ingredients used

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Mrs. Patton
 
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Post » Mon Sep 27, 2010 3:17 am

yeah I am all for this. it beats having a limit like in OB, and dying because you are stuck in a rock and a hard place. having side effects will let you survive the encounter but it doesn't make the game easier because as soon as your done with that encounter you start having moderate to serious drawbacks that will hamper you if you get into a fight to soon. this would stop people from spaming potions in dungeons inbetween encounters.

but at the same time it should not be over bearing and the cool down time should not be very long, just long enough that using them up during combat will have a short term benefit with an equall detractor.
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Heather beauchamp
 
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Post » Sun Sep 26, 2010 10:46 pm

No.


In a game where inventory lets yu carry a ton of potions with no real impact yes you need limits. But in elder scrolls.. when they dont have a mixing bug;/ potions have weight and that the limit and should be the only limit to alchemy. Dont forget unlike in mw or ob you will only be able to mix in towns... so you will be very limits in what you can lug around.
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Sista Sila
 
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Post » Mon Sep 27, 2010 12:12 am

Wonderfull idea.

As alchemy has usually good/bad effect.
Too much potion with good effect would also trigger the bad effect.

As too much medecine for lets say anti inflamatory effect also give you a kick in the stomach so you can t abuse.
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Lily
 
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Post » Mon Sep 27, 2010 11:14 am

getting addicted would also be nice and should be implanted if you ask me ....

creatin' stuff from flowers and mushrooms might do the trick ... Or getting really, really sick of it ...
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evelina c
 
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Post » Mon Sep 27, 2010 10:31 am

Unfortunately the aspects of potion overuse isn't feasible because there are no attributes, what is it going to damage my one hander skill?
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Emma Copeland
 
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Post » Mon Sep 27, 2010 1:42 am

Unfortunately the aspects of potion overuse isn't feasible because there are no attributes, what is it going to damage my one hander skill?


No, but it could have a drain debuff on your health and stamina.
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Miguel
 
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Post » Mon Sep 27, 2010 1:25 pm

I can see many people not use to this concept screaming bloody murder. If that were the case
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Brooke Turner
 
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