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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 36
Rep Power: 1
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Hi i have an idea for alchemy,Spellcasting and other ingredient and word stuff. it starts with that you go to a library and buy empty books and then you can write down different spells and potions and the ingredients you used. you can sell them or collect them and be the Wisest man in Mortal. WHat do you guys think abaout the idea?
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Go tell the spartans passerby... |
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#2 (permalink) |
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Junior Member
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Hmmm kinda but if this is to work you would need the following:
1-Just learning a spell does not mean you can cast it you need experience with that school of magic not to, having a noob who just bought the spell for RL money should not be seen running around casting meteor or blizzard or some other high ranked AOE spell. 2-The ability to customize recipes, example: A-Lets say that there is a type of plant extract that works as an antidote, if i were able to control the amount i could mix in then i would add that antidote to a much larger quantity of poison which would make it a slow acting poison(though less effective). B-Now i add the "slow poison" to the pie recipe and then make it and give it to someone say violent whisper after he/her eats it and thinks about me as a generous guy. C-After say an hour VW would start to see the affects of my poison while Raiding my friends castle. well i had two more things i wanted to say but i forgot
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Ignorance is bless to the wise anyways cause i cant believe what the fanboys fork out for shit well except the fangirls cause they actually like the crap they buy. Your input is required: http://www.mortalonline.com/forums/2...d-housing.html Useful ruins: http://www.mortalonline.com/forums/2...html#post51989 |
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#3 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 27
Rep Power: 1
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Honestly, it is a neat idea, but I can totally see where it could go wrong. After so many players use so many combinations, a few people are going to find, and create, an OP solution, poison, potion, etc. and keep it to themselves, making them, more or less like you said, OPed. Yeah, I will probably get a reply stating how, "And why not? They took the time to find that recipe out, why shouldn't they get to be OP?" Well, true, they did spend their time on it, but think about this, everyone has the potential to become a fantastic swordsman, it's there, there are no exceptions. But only that alchemist would be able to use that potion, there is no potential for anyone else, unless they spent the same amount of time, or possibly even longer, trying to figure out the recipe.
But in all honesty, I'd be all for this idea IF this was implemented along with it: There's a way to know the components that are/have been used in the potion, for instance, someone with a high enough alchemic skill could determine the chemicals, not necessarily the herbs and plants, used in the concoction, a rogue-type might be able to decipher the poisons/plants used in the potion. But I don't see how that will get implemented, what with all of the other suggestions, but still, it was a suggestion, and that's what Mortal Online wants to see! So keep em coming. |
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#4 (permalink) |
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Member
Join Date: Jul 2008
Posts: 210
Rep Power: 1
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I have the same thing I have to say about "spellcrafting" (which is what I like to call it as of now). Go Here and read some of my posts and you'll see what this whole spellcrafting deal is.
Now to apply that to alchemy you would have your mortal and pestle and through your reagents in. Each reagent wouldn't give a set effect or ability but would be random. So say one day you put a mushroom and some poisonous plant leaves into your mortal and pestle and you create a slow acting poison. Then the next time you do it you get a more powerful instant poison. Things like this would remove the one OP mixture and allow you to find a unique poison or potion. It also stops people from creating guides on the internet on how to make the 1337 poison or the insta heal potion and crap like that. |
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#5 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 36
Rep Power: 1
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Hmm well there will be alot of crap with peple making internet sites like www.Mortalallrecepies.com or something like that and then everybody knows how to do t... Its a tough subject to have in a game and is a very hard thing to make good:S
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Go tell the spartans passerby... |
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#6 (permalink) | |
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Member
Join Date: Jul 2008
Posts: 210
Rep Power: 1
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Quote:
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#7 (permalink) |
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Junior Member
Join Date: May 2008
Location: OHIO
Posts: 30
Rep Power: 1
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Now that i think about this crafting deal, i had brought up a point in another post before, but now i take it back..
I think you should be able to make your own recipes or spells. 1. You should have to do research on a specific item, place, animal, etc.. 2. You should have to add a couple of additional items that are not specific at all. Im talking like just open slots in which ANY item can fit. i would think 3 open slots would be sufficient and you wouldn't have to use all of them. Now in truth what you put in these slots will make for what kind of recipe or spell you will come out with when you craft it. Have a bunch of common and uncommon spells or recipes that are farely easy, but you would also be able to make unique spells or recipes by using a unique item. Unique Item = Any item dropped from a boss of an instance that pops up in mortal. since these instances will dissapear, only a select few or just 1 person will get some of these items (dragons horn, nail, scale, tooth, eye, etc... whatever) Now with 3 open slots when u create the recipe, inserting 2 different unique items and another item whatever it be, and the research you did, you will come out with a truly powerful unique spell or recipe. 4. i believe when you first learn the spell or recipe, you should have a high say 80 percent to start with, high fail percentage (if it is a spell, then a chance to make a mistake and hurt yourself or allies), and as you cast is successfully or not, you lower the fail percentage.
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Kurrency : Current LOTRO player, Mortal is going to be a wonderful game and I am going to own ALL OF YOU. |
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#8 (permalink) |
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Junior Member
Join Date: May 2008
Location: OHIO
Posts: 30
Rep Power: 1
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Now that i think about this crafting deal, i had brought up a point in another post before, but now i take it back..
I think you should be able to make your own recipes or spells. 1. You should have to do research on a specific item, place, animal, etc.. 2. You should have to add a couple of additional items that are not specific at all. Im talking like just open slots in which ANY item can fit. i would think 3 open slots would be sufficient and you wouldn't have to use all of them. Now in truth what you put in these slots will make for what kind of recipe or spell you will come out with when you craft it. Have a bunch of common and uncommon spells or recipes that are farely easy, but you would also be able to make unique spells or recipes by using a unique item. Unique Item = Any item dropped from a boss of an instance that pops up in mortal. since these instances will dissapear, only a select few or just 1 person will get some of these items (dragons horn, nail, scale, tooth, eye, etc... whatever) Now with 3 open slots when u create the recipe, inserting 2 different unique items and another item whatever it be, and the research you did, you will come out with a truly powerful unique spell or recipe. 4. i believe when you first learn the spell or recipe, you should have a high say 80 percent to start with, high fail percentage (if it is a spell, then a chance to make a mistake and hurt yourself or allies), and as you cast is successfully or not, you lower the fail percentage.
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Kurrency : Current LOTRO player, Mortal is going to be a wonderful game and I am going to own ALL OF YOU. |
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#9 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 36
Rep Power: 1
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Well you could like make your own recepies like realy simple stuff like healing you need like s special flower and if you for an example crush the flower 10 times and have 2 DL of water and 1 cm of Gnome blood then you get like a random potion. I like the idea abaout to decide the amaount of liquid you have in the potion and things. And if you for an example Caugh when you make it or sneeze it comes bacteria in the potion And it like Becomes a totally different thing. It like depends on how you make it.
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Go tell the spartans passerby... |
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#10 (permalink) | |
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Newbie
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Quote:
That would face the problem of "neverending amount of spells and potions. Sure, it should be a huge editor, really huge. But not confusingly big. So you can put all the effects you want in your potion or spell together and get something like a recipe, maybe combinated with a quest-like riddle to get the final recipe. |
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#11 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: USA
Age: 20
Posts: 154
Rep Power: 1
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The devs did say that experimenting with different formulas will pay off. I cant remember if this applied to metal crafting or alchemy and spells but either way I think they plan on something of this nature.
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I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it. |
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