About Alchemy...

Post » Thu Jan 06, 2011 2:57 pm

I’ve read several interesting comments and ideas in various sources and blogs. I would like to share some of what I’ve found and offer my input on the subject. Alchemy is one of the most versatile and rewarding skills, but not without its flaws. Some suggestions for TES Gods:

Go ahead and make Alchemy a thief/rogue skill. Mages have magic and enchanting, and warriors have weapons and armor. Give the stealth class something to call its own. We know that arrows are going to be much rarer in Skyrim. I like and agree with the reasons for the change, but this places a severe limitation on one of the main weapons for the stealth class. A bow could just as easily be considered a warrior’s weapon anyway—and that leaves the dagger. While great in ambush, going toe-to-toe with virtually any alerted foe with a dagger is a recipe for pain.

Give players a choice to make a poison or a potion. With Shivering Isles I could readily make damage ‘x’ spells plus two elemental damages to make a triple poison worthy of most foes. However, so many times recipes or poisons were ruined by the fact that two of the four ingredients would have a beneficial effect—usually restore fatigue—and suddenly my poison with four potential effects becomes a potion with a few wicked side effects. Let us choose. Who cares if you restore an enemy’s fatigue while stripping his health at 20-30+ points a second for ‘x’ seconds.

Is it really necessary to carry 20+ pounds of gear to make potions on the spot? Mortars and pestles are easily as light as half a pound in real life. Collecting all the ingredients and synthesizing them at the lab where you store all your other ridiculously heavy gear and ingredients defeats the purpose of having ingredients in the wild. Currently we have to choose between no spontaneity and being saddled with 40+ pounds of stuff to make potions and poisons on the fly.

Fix the potion weight glitch. There are many very useful ingredients that I avoid unless necessary. Nothing is worse than making five or ten potions and realizing that you now must lug around five to thirty pounds of potions just because one of the ingredients was half a pound or three pounds. Anyone who ever made a five pound ‘pumpmelon’ restore fatigue will appreciate this. Is it really necessary to cram the whole melon into the little bottle? Also, many of you know that the first-off of any potion will determine its effective weight for each skill level achieved. This made me, particularly wary of ingredient choice each time I was close to advancing a level.

Grenades! Smoke bombs! Molotov cocktails, food/beverage poisons, oil slicks, acid, animal deterrents, animal lures, stuff that can be thrown into enemy’s eyes, etc.

A better menu to facilitate this process. Showing us the known effects while picking the ingredients would be helpful. Also, is there any reason in particular why the menu is just a small portion of the middle of the screen instead of utilizing the whole screen to allow for better control? Perhaps we could sort ingredients by effects as well as by name.

Multiple arrows or weapon blows per poison. We know arrows are going to be rare, so this won’t get too out of control. If an application lasted two or more hits that would be nice. This would be more realistic and prevent the need to enter the menu several times during a fight to accomplish the same thing. Subsequent arrows/hits with the same type of poison would likely have a diminishing return of effect with each injection. While a massive dose of venom will kill quicker than a small amount, both are still subject to the limitations of dispersion and uptake within the victim’s body. This would balance out the multiple arrow/hit advantage, but allow multiple foes to be taken on at once.

Perhaps weight could be a way to balance the sometimes-too-strong effects of poisons and potions. Each effect in a recipe could add .1 pound to the overall weight. Also, as alchemists advance in skill they learn more efficient ways to extract the best parts of the ingredient. Where a novice would use a whole mushroom a master might know to just use the cap and skirt and toss out the stem. More advanced alchemists would make lighter potions as well as stronger potions.

Perhaps as alchemists advance, they learn to make potions with more than four ingredients.

Some additional cinematic effect for affected enemies would be a bonus.

More ingredients. More effects.

I never minded too much taking the time to collect ingredients, but nothing is as aggravating as taking the time to go out of your way to collect something only to have harvest failure. If it shows up as an object, let us collect it. At least let the harvest skill rise with the skill level of the alchemist.

Possible poison multipliers for sneak attacks. A well placed arrow or dagger to the throat or heart, would likely have much more effect than one placed into a well-armored extremity.

I have more ideas I can’t think of now that I decided to get this into print and I’ve read other great ideas that escape me now. Please tell me what you think and offer your suggestions or improvements for my ideas or for Skyrim.
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kitten maciver
 
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Post » Thu Jan 06, 2011 11:08 am

wow those are all really great ideas that would be easy to implement
except the thrown things (smoke bombs etc)
thatd just be way more animations to do for the programmers, so they just left them out and removed some skills and whatnot
i think thats why spears, throwing weapons, and crossbows didnt make it to oblivion and probably wont make it to skyrim
sad to say it because the grenade items would definitely make it more realistic playin as a hunter or a thief :(
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Matthew Warren
 
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Post » Thu Jan 06, 2011 9:53 pm

I love you. Lol but I really do like these ideas. Alchemy has so much potential, but it has been made quite svckish in oblivion. As an expert or master of alchemy, I would like to be able to select only the effects of an ingredient that I want to appear in a potion/poison, as well as determining whether it will be a poison or a potion. Having the choice would make a good perk, or could be earned by becoming a journeyman of alchemy. I say journeyman because it really isn't that difficult to take a potion and dip an arrow into it.
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Nicola
 
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Post » Thu Jan 06, 2011 9:39 pm

Great ideas there in the OP, nice job. I do believe that Beth has cooked up something good with the new Alchemy system. Hopefully E3 brings some info on this.
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Alyce Argabright
 
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Post » Thu Jan 06, 2011 9:56 am

I thought it was rather boring in Oblivion.
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Chris BEvan
 
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Post » Thu Jan 06, 2011 11:12 am

Some really good ideas I had some thoughts to add.

You should just poison all the arrows you have equipped when you poison your bow. Who would only poison one arrow and why would it take an entire bottle to do so? I mean maybe if you were an assassin or something but even so it would make more sense to have more than one arrow ready. The other thing that made no sense was the size of the potions and where the bottle they were kept in came from. Wouldn't you either be able to reuse a large bottle or just make smaller doses, in which case the potions shouldn't weigh so much. I dunno after reading the OP I had a couple things jump to mind.
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Latisha Fry
 
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Post » Thu Jan 06, 2011 8:16 am

wow those are all really great ideas that would be easy to implement
except the thrown things (smoke bombs etc)
thatd just be way more animations to do for the programmers, so they just left them out and removed some skills and whatnot
i think thats why spears, throwing weapons, and crossbows didnt make it to oblivion and probably wont make it to skyrim
sad to say it because the grenade items would definitely make it more realistic playin as a hunter or a thief :(

http://www.youtube.com/watch?v=zesHZze8s7M
I think there is too much peoples who think thats devs limited in skills and game developing experience or in resources.
I will say it again
Return of throwing weapons will be great and many of us will agree with, there is some Pro for returning throwing into game and if there is some Cons I'd like to hear them.
Throwing weapons are not crossbows so will not looks outside of technology level in Skyrim (there is still can be an dwemeric artifact crossbow used as prototype for http://www.tesnexus.com/downloads/images/22684-2-1237587327.jpg),

Throwing weapons isn't hard to be done and was already introduced in Fallout 3 and NV as well its utilize almost the same physique thats arrow have and was done with mods for Oblivion,
http://www.youtube.com/watch?v=QzOsBAPoWQE in 2006 after few months after release of Oblivion completely on scripting and without OBSE
http://www.youtube.com/watch?v=2Yt_FdTIBeU&t=2m10s more advanced implementation uses OBSE and allow throwing of different items and certain weapons suit better for throwing like daggers and axes, throwing work as fully supported alternative to archery use attributes and marksman and train marksman skill on using, there is work collision detection so weapons bounce from stones and stick in wood.
So thee even no need create special throwing weapons normal arms can be used just need throwing system, once created it even can be usable for more combat oriented Telekinesis spell also so additionally there will be variability in damage dealing magic as positive side effect.

Throwing weapons will expand Marksman and make it more interesting and variable, why marksmans need relay only on bows when warriors have more then just swords and mages have more then one fire ball spell?

Work well with stealth alchemy as throwing flasks of Flammable Oils, Damage Equipment Acid, Slippery Grease, Poison and Paralyze Gas, Smoke or Flashbang Bombs etc.
Alchemy will be much more fortified as Stealth skill with more then just poisons, besides flaming oil confirmed already.

Add ability distract enemies guards with with throwing clutter around
http://www.youtube.com/watch?v=m0K4xkCRLYI
http://www.youtube.com/watch?v=D1CySGsoQy8
http://www.youtube.com/watch?v=5hRfcbWtlfg
Was also done before with mods, why not implement such feature in game and show thats AI become really good at this time, besides AI reacting on dropped items already confirmed so why not enhance it more?

Some throwing weapons can relay on Agility and Marksman so poison needles and darts, stars and daggers, can be usable by nimble characters, some on Strength and Marksman so powerful characters will not relay only on melee combat but also will have some options for short and middle distance like Throwing Axes, Javelins, Throwing Hammers, Stones for Giants

Traits and skills in two-handed and one-handed (dual wield) skills can be used if attributes was removed as well different weapons can burn different amount of Fatigue.
Weight of throwing weapon and fatigue usage can replace Strength and Agility, more heavy weapons like Axes and Javelins can be used by powerful warriors with great amounts of Fatigue and do more damage as well have armor piercing and stun effect such weapons will less relay on marksman skills and more on parameters so can be used by any warriors, while light weight daggers and darts use less fatigue to thrown so have increased speed of throwing but in cost of greater skill requirements for better aiming

Throwing weapon isn't has the same purpose as bows have bows work middle-long distance need better targeting and usable for sniper and need time to be drawn, bows utilize both hands for work like two handed weapons
while Throwing weapon work on short-middle distance not need better targeting so there is no bow sway effect, usable for silent kills at short distance, take smaller time to draw, utilize dual wielding (we can throw two projective at one time) and even with some skills (perks) can give ability throw more weapons at one time thats anologue of dual wielding for marksman weapons.

No need different or special button for Throwing Grab Key can be used with Strike Button for current hand Simulationsly, hold it for some time and release will allow throw current equipped item forward, holding it more will allow thrown it furtherer, use just strike button will swing weapons as melee weapon, if throwing an clutter no need to show it in equipped in hand and quick tap of grab will drop item, while another quick tap will allow garb item again, no need hold button for dragging item around.

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Tiffany Holmes
 
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Post » Thu Jan 06, 2011 8:57 am

http://www.youtube.com/watch?v=zesHZze8s7M
I think there is too much peoples who think thats devs limited in skills and game developing experience or in resources.
I will say it again
Return of throwing weapons will be great and many of us will agree with, there is some Pro for returning throwing into game and if there is some Cons I'd like to hear them.

dont remember saying i claimed to have game developer knowledge?
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Brittany Abner
 
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Post » Thu Jan 06, 2011 12:43 pm

With Shivering Isles I could readily make damage ‘x’ spells plus two elemental damages to make a triple poison worthy of most foes. However, so many times recipes or poisons were ruined by the fact that two of the four ingredients would have a beneficial effect—usually restore fatigue—and suddenly my poison with four potential effects becomes a potion with a few wicked side effects.

Cairn bolette + ectoplasm + imp gall + steel blue entoloma (All in vanilla game). Fire + shock + dmg health. There are a handful specific recipes like that, what's the problem? If you randomly throw ingredients into the bowl no wonder the result svcks.

Is it really necessary to carry 20+ pounds of gear to make potions on the spot? Mortars and pestles are easily as light as half a pound in real life.

It's a nice limitation that makes you actually manage your inventory instead of carrying tons of junk around (Potion weight included). Besides, if you lvl up effectively (+5 pts) you will never have problems with STR and carry weight even as a mage. Buy cheap clubs/knives and whack summoned creatures. By level 20 you'll be able to carry around 500 pounds.

Bottom line - use mods, those fix everything.
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Laura-Lee Gerwing
 
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Post » Thu Jan 06, 2011 10:44 am

Go ahead and make Alchemy a thief/rogue skill. Mages have magic and enchanting, and warriors have weapons and armor. Give the stealth class something to call its own. We know that arrows are going to be much rarer in Skyrim. I like and agree with the reasons for the change, but this places a severe limitation on one of the main weapons for the stealth class. A bow could just as easily be considered a warrior’s weapon anyway—and that leaves the dagger. While great in ambush, going toe-to-toe with virtually any alerted foe with a dagger is a recipe for pain.


One of the main reasons for removing classes is that there is no penalty for mixing up skills from the traditional warrior, mage and stealth sets. Daggers will still fit under the 'one handed' skill so a thief that is good with a dagger has an equal opportunity of using swords etc. just as effectively in a fight despite the dagger being considered a 'stealth weapon'. The whole beauty of the no-class system is that a warrior can be skilled in marksmanship, a mage can easily use a blade and the stealth classes can dabble in illusion etc. because there are no penalties for choosing things that in Oblivion were considered a 'stealth/warrior/mage' skill or for skills that came under a certain attribute that the player was not strong in. And then on top of that you've got the perk system which is totally under the players control which will allow you to do the specialising that you want to do... This is why the removal of the classes/attributes and the addition of perks isn't a simplification of the series, just something that will offer a heightened and more enjoyable role playing experience.

In an actual response to your quote, arrows will do more damage now and will likely be much more deadly so this at leas alleviates the 'limitation' of the scarceness of arrows. Anyway, it felt rather odd carrying around about 500 arrows in my inventory so in a way the rarity of arrows is just a more realistic move.

EDIT: some good ideas there as well...
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Aman Bhattal
 
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