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Old 20th April 2008, 19:52   #1 (permalink)
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Default Alchemy?

Alchemy, This could be done so many different ways i dont know where to start. 1) Will it be where you to mix two different types of plants that have the same charistics in it

2) Will it be where you all come up with recipes and thats that.

I guess my point is the first would be more open and have more mystery to it cuz there is no standard recipe the game gives us we have to find the flowers that or herbs that have certain thing and ingredients in it to determine what to do with them. With this being said it would be easy to make each server different by just changing the ingredients of each plant or maybe not easy but another just another thing to chew on. Please tell me we can mix explosive pots like in uo as well
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Old 20th April 2008, 19:56   #2 (permalink)
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Originally Posted by osteo View Post
Alchemy, This could be done so many different ways i dont know where to start. 1) Will it be where you to mix two different types of plants that have the same charistics in it

2) Will it be where you all come up with recipes and thats that.

I guess my point is the first would be more open and have more mystery to it cuz there is no standard recipe the game gives us we have to find the flowers that or herbs that have certain thing and ingredients in it to determine what to do with them. With this being said it would be easy to make each server different by just changing the ingredients of each plant or maybe not easy but another just another thing to chew on. Please tell me we can mix explosive pots like in uo as well
That would be awesome. The options are limitless if the developers can do it right....
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Old 23rd April 2008, 18:37   #3 (permalink)
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I think a more complex system would be even better. Through experimentation, a player could create a secret recipe that only he/she knows. The same system could be used for item enchanting/creation.

When i say a more "complex system" i mean, it should have an aspect of mystery to it.

For example...it shouldn't just be Plant A makes me fast, therefore if i combine two of Plant A, i'll be twice as fast. The system needs to force experimentation and have unexpected results.
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Old 23rd April 2008, 19:40   #4 (permalink)
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I think if the system that was used in oblivion was expanded, it would make for a pretty powerfull thing, also in Oblivion alchemy was way too weak...

Tie in alchemy as a supplier of materials for both enchanting and crafting, and you have a very profitable position. Nevermind that the entire game world probably drinks more health potions than water...
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Old 4th May 2008, 09:09   #5 (permalink)
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never thought of that before but uo didnt have that problem cuz they restricted how many could be used over time. and shoot lets get real here if anything was being used more it was the bandages

but you have to admit those alchemists helped the player driven economy.
(referring to the poll thread on player driven economy)
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Old 24th May 2008, 20:30   #6 (permalink)
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I would love to see a world full of plants and weeds with which you could make all sorts of potions and elixirs, maybe even to embend weapons with special potion to make it more efective against a specific type of creature, like in the Witcher.
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Old 28th May 2008, 04:30   #7 (permalink)
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I would like to see plants with unknown properties that people would have to experiment with as gnomelogik said above. But, I would also like to see the ability to share or keep that recipe. Players could give their findings to their guild members or sell their findings for political gain (not to stray off topic). I add my vote as well that it shouldn't be 1A+1A=A(potion). I think it should take time to develop potions, a sort of culturing process or something, and that some should take more time to chemically bond (or what have you) than others. You could mix your ingredients and leave it to mature. Maybe, for some things, the more time that you leave something "cooking" (so to speak) the stronger that kind of potion becomes. I don't know if this is too much for most gamers, but it's more realistic that way and realism is what I like.
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Old 28th May 2008, 05:41   #8 (permalink)
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you'd just end up with all the recipes on fansites.

but this is alchemy, not chemistry... so let's add a mystical touch:
what if recipes where individualized? the general attributes of flora would be the same, but how mixing different plants results in new properties would be different from player to player.

or better yet, have alchemy the same way historically alchemist believed it worked: using the different ingredients on pentagrams and circles, playing with the hidden energies to create new ones...
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Old 15th July 2008, 10:08   #9 (permalink)
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My idea is similar to oblivions idea on this. only every servers plants do different things. Yes, this would eventually be figured out, but it would take longer to figure out. I dont know if this would be hard for the devs to do but couldnt they just move one plant "a" code of one server over plant b code of a different server?

Also there was another thread somewhere that talked about a dynamic environment i think it was called where if one mob got over hunted it may die off in that area for awhile? Plants do the same thing, Unless there is outside help. This could make things more interesting as well. Think about it you go back to a spot where you always find nightshade and its not there, or MOguide.com said it was here where is it? You would end up having to find it yourself. Not saying the devs have something like this but it would definetly keep us on our toes.

My final idea is why not make it chemistry thats what alchemy is or the father of chemistry atleast. Maybe to make things more interesting is having to use some of those tools in a different way that they did in oblivion this may sound corny but length of time you heat your potions. this would be done during the minigame similar to vanguards minigames, this would add skill to the process. maybe not too much skill though what do you all think?

Tracuer are you saying everyone would react differently to each plant?
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Old 15th July 2008, 11:17   #10 (permalink)
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I have a couple of thoughts on Alchemy. One is that the method by which potion A is created should not be kept secret, it would end up being exclusive to those which creator wishes to share them with. That could create a kind of lop sidedness of sorts, and that would not be good. Two is, I do agree that discovering different ingredient blends would be exciting for alchemists, as long as the possibilities are somewhat endless. make it so one can mix extracts from anything with extracts from anything. The skill would come in finding what blend creates that which one finds to b of necessity or interest. This could create a kind of limitless scope of possibilities,I would think. As a alchemist finds new bends never before found by him/her, it would increase certain alchemist skills(creativity, discovery,etc). three, developing said potions should take some time to create, maybe not hours or days but at least some time. finally,I do like the idea that certain blends would only work for certain characters. if you add one ingredient or another it could change the scope of characters it would work for.

|\/|[]|\|TEE

oh and one more thing. I do believe alchemists should have the possibility of over mixing and destroying the already used ingredients. Say, Alchemist A is experimenting and goes to far, and maybe the ingredients deteriorate or explode into useless dust. This would cause them to learn from trial & error. Yes I do believe they should have to have pots and such, having to cook or boil items for a period of time. this would give them the feeling of actually brewing & blending ingredients.
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Old 24th July 2008, 05:41   #11 (permalink)
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they should use the mythical alchemy, were the player would use magic to transmute one or more materials into something different. every other game uses alchemy with a herbalist approach, the concept of magic based alchemy just seems more interesting
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Old 24th July 2008, 18:25   #12 (permalink)
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I think the concept of combining different materials in order to form something new, without some form of a guide - and once something is created, it's unique to you, is quite cool

alchemy might be the wrong name for it, though, since if I'm correct alchemy was the term for the false-science of transforming materials into gold.
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Old 30th July 2008, 05:30   #13 (permalink)
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I think the concept of combining different materials in order to form something new, without some form of a guide - and once something is created, it's unique to you, is quite cool

alchemy might be the wrong name for it, though, since if I'm correct alchemy was the term for the false-science of transforming materials into gold.
I totally agree, something new, and exciting like this could add amazing capabilities to the game
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Old 30th July 2008, 06:20   #14 (permalink)
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I like alchemy as a form of magical transmutation of materials to something of proposed equal value. For those into Japanese anime, you've probably seen Fullmetal Alchemist, where they transmute items as if they were using magic by creating a transmutation circle.
E.g. a rusty bucket could be transmuted into an iron sword.

It's a pretty cool concept of alternate science, and it would most definately be nice to see this crafting skill ingame.
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Old 19th August 2008, 12:07   #15 (permalink)
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That does sound cool, but every alchemist starts by learning from the bottom maybe something like that is attained at a higher skill level. It could be cool to be able to make a chimera. Something the alchemists could sell like the thing the tinkerer could make in uo.
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Old 10th October 2008, 00:04   #16 (permalink)
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Originally Posted by Dagger View Post
I like alchemy as a form of magical transmutation of materials to something of proposed equal value. For those into Japanese anime, you've probably seen Fullmetal Alchemist, where they transmute items as if they were using magic by creating a transmutation circle.
E.g. a rusty bucket could be transmuted into an iron sword.

It's a pretty cool concept of alternate science, and it would most definately be nice to see this crafting skill ingame.
This kind of alchemy is fine, but imo I think we can't throw away the alchemy we find in for example wow where you collect flowers and blooms and create various potions.

No problem with the ''anime-alchemy'', but I won't play this game if flower/potion alchemy isn't in it.

And whats the problem with having both btw?
Though the alchemy in wow was kind of poor, really poor. But what if we could make something more than boring potion buffs that gives 15 + strength for 30 minutes? What about explovsives, adrenaline rush that makes you crazy for 15 seconds and a got a nasty debuff, a acid who cauterize on armor and skin for example?

Myself I think that players who are master craftsmen and poor in fighting skills should have an opportunity to attack and defend themselves at a lvl that they atleast have a little possibility to win.

For example a grandmaster alchemist can atleast give a swordman a little headache with a various offensive ''pots''.
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Old 10th October 2008, 00:14   #17 (permalink)
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As long as I can mix a "?" potion that has completely random effects such as: Heals you, explodes, poisons, changes your hair color, or changes the length of hair on another player near you. Hmm, the latter seems a bit far-fetched but I would require a wild card potion if alchemy is implemented.
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Old 10th October 2008, 00:46   #18 (permalink)
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Quote:
Originally Posted by osteo View Post
My idea is similar to oblivions idea on this. only every servers plants do different things. Yes, this would eventually be figured out, but it would take longer to figure out. I dont know if this would be hard for the devs to do but couldnt they just move one plant "a" code of one server over plant b code of a different server?

Also there was another thread somewhere that talked about a dynamic environment i think it was called where if one mob got over hunted it may die off in that area for awhile? Plants do the same thing, Unless there is outside help. This could make things more interesting as well. Think about it you go back to a spot where you always find nightshade and its not there, or MOguide.com said it was here where is it? You would end up having to find it yourself. Not saying the devs have something like this but it would definetly keep us on our toes.

My final idea is why not make it chemistry thats what alchemy is or the father of chemistry atleast. Maybe to make things more interesting is having to use some of those tools in a different way that they did in oblivion this may sound corny but length of time you heat your potions. this would be done during the minigame similar to vanguards minigames, this would add skill to the process. maybe not too much skill though what do you all think?

Tracuer are you saying everyone would react differently to each plant?
I think over-farming effects would be way cool - maybe mitigated by planting effects so you could in effect farm powerful herbs and defend them.

This should be an herbalist skill - an alchemy skill should be seperate and be all about transmuting different types of metal ore using magic as someone else suggested.

Finding secret recipes could also involve forms of combining- temperatures cooked - some ingredients could have multiple uses or be substitutable to various degrees. Recipes should be plentiful and the best ones closely gaurded secrets by their creators. Unintended effects and backfire explosions should also be plentiful.
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Old 10th October 2008, 00:47   #19 (permalink)
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Originally Posted by Neek View Post
As long as I can mix a "?" potion that has completely random effects such as: Heals you, explodes, poisons, changes your hair color, or changes the length of hair on another player near you. Hmm, the latter seems a bit far-fetched but I would require a wild card potion if alchemy is implemented.
Lol, grow up.
The only thing I mentioned in youre list of sillynes was the explovsives and that one is in fact realistic.
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Old 10th October 2008, 00:49   #20 (permalink)
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Quote:
Originally Posted by Resin View Post
This should be an herbalist skill - an alchemy skill should be seperate and be all about transmuting different types of metal ore using magic as someone else suggested.

Finding secret recipes could also involve forms of combining- temperatures cooked - some ingredients could have multiple uses or be substitutable to various degrees. Recipes should be plentiful and the best ones closely gaurded secrets by their creators. Unintended effects and backfire explosions should also be plentiful.
OMG! That is indeed the way I want it! Thank you for explaining it in a way I could due to my lac in skills for the english language!
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Old 10th October 2008, 00:57   #21 (permalink)
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Lol, grow up.
The only thing I mentioned in youre list of sillynes was the explovsives and that one is in fact realistic.
It's more realistic than burdening the MO devs with lofty aspirations. A wild card potion would amplify the offerings of alchemy itself not to mention the fun factor.

Giving a potion to a friend who is low on hitpoints, only to see him explode to death because he was unlucky. Good times to be had by all.
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Old 10th October 2008, 01:02   #22 (permalink)
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Oh, I thought this would be a game where skills matters, sorry for my misconception.
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Old 10th October 2008, 01:58   #23 (permalink)
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If there was alchemy.. I would really like to see poisons.

Explosives (along with gunpowder) I would not care to see in the Mortal Online world.
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Old 10th October 2008, 02:20   #24 (permalink)
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Oh, I thought this would be a game where skills matters, sorry for my misconception.
Skill will matter, but if you still think there will be an absence of luck via a random number generators, you would be grossly mistaken.

That's besides the point. I'm simply suggesting there be a WTF-factor to mix things up.
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Old 10th October 2008, 02:51   #25 (permalink)
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I liked the way Morrowind would show a number of plant attributes based on your skill-level so sometimes when you mixed them and didn't know all the attributes you would get weird results. It would be cool if people with low herbalist skills wouldn't necessarily know what their potions did either, except for by experimentation - hence the WTF factor - a skilled herbalist wouldn't have this problem, but someone who hadn't spent the skill points would be relegated to trial and error - so he gives his friend the '?" potion to find out if its a poison, a heal over time, a night-eye or what.
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Old 1st November 2008, 05:24   #26 (permalink)
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I am more of a fan using magical transmutation of materials. Sort of like lump of iron ----> cold iron or something similar. I also like the idea of using circles and pentacles because you could add insignias or change geometry of the figure and make something totally different.
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Old 7th November 2008, 20:46   #27 (permalink)
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Firstly let me say I love Alchemy, fantastic skill set if its executed properly. In many games it always ended up being very weak, but it has the potential to be a very engaging part of game play.

Anyhoo, if the MO PVP system is any indication, its most likely going to be a combination of the in game skill and the players powers of observation.

Perhaps there should be a base set of potions for which recipes can be purchased. Anything more advanced would be through player experimentation. Perhaps it also might be interesting to have the player seek out NPC Alchemists (or perhaps PC alchemists? that may be far too complicated) to further advance their skill and learn the basics of how to make more advanced potions.

Just a thought...mmmmm thought.
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Old 10th November 2008, 07:16   #28 (permalink)
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