Things that would make Alchemy worthwhile on 08/23/2012 12:51 PM CDT
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For the most part, as has been discussed on the sister-topic to this one, Alchemy is done primarily because of RP reasons or bragging rights. What would make it useful, or at least, make someone say "Oh, you do alchemy? Can you make me...?" rather than just going to the shop to buy potions, etc.

Obviously, we don't want anything that would be game-breaking, or over-powered. Temporary things, however, may be doable, I would hope - especially if the reagents necessary were rare or expensive.

Some ideas:

- Temporary weighting/padding potions/charms that can be poured onto gear, good for a certain number of swings/hits

- Temporary poisons of varying strengths (unless the Rogue's Guild takes this)

- Temporary flare-adding potions/charms. Some basic ones (common flare types accessible by all classes), others broken out by profession (stronger versions of elemental flares to wizards, plasma and deity-specific to clerics, unbalance and disruption to empaths, void/disintegration to sorcerors, etc)

- Potions that reduce the value of a gem by X% but make it an orb

- A potion that lets you convert a powdered stone back into a normal stone, at a lower value.

- A full-spellup potion of varying strength/duration

Thoughts? Suggestions?

~Godefroy

Morvule hisses, "Ssssally ssssellssss sssseashellssss by the sssseasssshore."
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Re: Things that would make Alchemy worthwhile on 08/23/2012 09:39 PM CDT
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I love the suggestions, they all sound reasonable given the amount of work. I'd like to see more things like the 130 sickness potion, but at the same time, I want things like THAT to be better. 2 quaffs for how much in ingredients? Even as cool an recipe as that . . . is it WORTH it?

Another idea I think would make things massively more bearable is the ability to sell ALL alchemy products back to the guild for the reduced component cost. A great example would be the pure water . . . that I am aware, its not even used for anything. Yet will will probably make hundreds, if not thousands, in a guild lifetime. 1000 x 100 . . . 100,000 silvers for the incredibly simple (and comparitively cheap!) distill tasks. If we could sell that pure water BACK for even as little as 30% . . .
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Re: Things that would make Alchemy worthwhile on 08/24/2012 10:13 AM CDT
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Any alchemy end product worth anything can be sold to the alchemist. I suspect pure water is worthless, but it's a refreshing drink!

As far as benefits go, one that seems relatively simple is putting cauldrons in the workshops or making it so that alchemy masters have the ability to use the practice cauldrons and do so without failure. I'd actually do more alchemy if I didn't have to lug around the cauldron and risk losing it.
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Re: Things that would make Alchemy worthwhile on 08/26/2012 01:59 PM CDT
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I'd like to be able to take crystals (ayanad, s'ayanad, and t'ayanad) and combine them to make the bigger crystals. We learn to break them down, but why not learn to do the reverse as well? Even if it took twice as many to do the reverse. For example, 4 ayanad to make a s'ayanad. Reverse engineering! Alchemy style.
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Re: Things that would make Alchemy worthwhile on 08/27/2012 06:00 AM CDT
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>I'd like to be able to take crystals (ayanad, s'ayanad, and t'ayanad) and combine them to make the bigger crystals. We learn to break them down, but why not learn to do the reverse as well? Even if it took twice as many to do the reverse. For example, 4 ayanad to make a s'ayanad. Reverse engineering! Alchemy style.

This. Been collecting for two weeks. Net result?

About 100 ayanad crystals.
8 n'ayanads.
Jack all else.
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Re: Things that would make Alchemy worthwhile on 09/11/2012 08:56 PM CDT
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Given the recent spell durations . . .

One thing that could be done to make Alchemy worthwhile, at least for Trinkets and Potions, is to add a feature where duration/charges/etc are enhanced by the rank of the maker. This is most relevant in defensive spell potions, which if I am correct (please let me know now, before I go barking up this tree) are base duration with NO skill enhancement potential. So thats what, 600 seconds period, for most spells? Why WOULD people go wanting to buy such a thing.

So here is the deal:

For every rank in the relevant skill by the creator, add X to the duration. For instance, a rank 50 Potions practitioner makes a potion of 101 . . . which would now have a drink duration of 600 seconds (10 minutes). Well, add 30 seconds for every rank of the creator, and make it 600 seconds + 30*50 = 2100 seconds, or 35 minutes. This would go a long way towards making a potion's master's product "worth it". After all, as it stands, a level 2 practitioner could make the same potion, with equal functionality.

What about wands? Why not make it so that the higher the level, the more charges. I figure this would have to be somewhat based on the power of the spell, but a Trinket's master should be able to make really long duration charges. Again, this would increase both the functionality of the skill, as well as the "sellability"

I don't have any ideas for General though . . .
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