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Alchemy

PostPosted: Mon May 23, 2016 11:30 am
by xsarfax
Every item have "Mercury" "Sulphur" "Lead" - i am not sure for what this is (i am not so old player).
Add Alchemy into game as mix items etc. to get something else ?
Also when is about alchemy always is theme of "philosophical stone" - So search perfect material(catalyst) what will allow to make gold from "metal" or create elixir of life (we dont have age in game, but maybe for protect char for one perm death or revival char from death)
Its could be interesting aspect of game if will be good made

Re: Alchemy

PostPosted: Mon May 23, 2016 12:35 pm
by Paradoxyc
xsarfax wrote:protect char for one perm death or revival char from death


ehhhhhhh

Re: Alchemy

PostPosted: Mon May 23, 2016 12:50 pm
by xsarfax
Paradoxyc wrote:
xsarfax wrote:protect char for one perm death or revival char from death


ehhhhhhh

Its only sugestions .F Could also give some buff or whatever, +10 biles. But in legend is that you will life forever ¦]
This dont need even exist, but alchemy as alchemy is interesting.

Re: Alchemy

PostPosted: Mon May 23, 2016 1:14 pm
by Champie
xsarfax wrote:but alchemy as alchemy is interesting.


Here is a link to the last interesting thing JC said about Alchemy
viewtopic.php?f=2&t=10657&p=147888&hilit=Alchemy#p147888
JohnCarver wrote:Alright, I suppose I have tortured y'all for long enough. Considering we are now at a stage where much less is subject to change than a month ago, here are some highlights of the system so you can get a better feel for it.

*A New Element known as Aether has been discovered by Salemites.
*Salt has been removed, primarily because we have big plans for coarse salt in the future and we felt those two sharing names was confusing.
*Mercury, Sulphur & Lead are now known as the Impurities, while Aether represents the "Purity" of an item.
*Mercury has future plans (not this patch) to be the Impurity for Poison.
*Sulphur is the impurity for Accelerants
*Lead is the impurity for counterfeiting.
*Players who are grinding and dealing in impurities most certainly are either partaking in, or supplying, nefarious purposes.
*Food & Tools only care about the Aether value element. The rest of the elements it does not.
*Inspirationals don't take into consideration any element and will be modified in the future via other mechanics.
*All spawns in the world spawn with 0% Aether and various Impurity Distributions.
*Pots, Fields, and any other structure that we consider needing Aether values will have those values 'grow' with the character. I.E. a pot is not pure based on the materials that made the pot, rather the quantity of purity goods that have been harvested from the pot. Therefore, the purity on these things changes over time and is not static upon build completion.
*At this moment in time we are putting in effort so that players goods will have their multiplier transferred to the Aether Element, with their remaining impurities randomized.
*Alchemy will be reserved for the grinding of impurities. Aether will be raised through systems and grinds inside your walls independent of the Alchemy process.


There is a tiny snapshot for you. Keep in mind all the 'evil' purity grinds will not make it in this patch, however, we are leaving that design space open so that we may one day get to it.

Re: Alchemy

PostPosted: Mon May 23, 2016 1:25 pm
by xsarfax
Champie wrote:
xsarfax wrote:but alchemy as alchemy is interesting.


Here is a link to the last interesting thing JC said about Alchemy
viewtopic.php?f=2&t=10657&p=147888&hilit=Alchemy#p147888
JohnCarver wrote:Alright, I suppose I have tortured y'all for long enough. Considering we are now at a stage where much less is subject to change than a month ago, here are some highlights of the system so you can get a better feel for it.

*A New Element known as Aether has been discovered by Salemites.
*Salt has been removed, primarily because we have big plans for coarse salt in the future and we felt those two sharing names was confusing.
*Mercury, Sulphur & Lead are now known as the Impurities, while Aether represents the "Purity" of an item.
*Mercury has future plans (not this patch) to be the Impurity for Poison.
*Sulphur is the impurity for Accelerants
*Lead is the impurity for counterfeiting.
*Players who are grinding and dealing in impurities most certainly are either partaking in, or supplying, nefarious purposes.
*Food & Tools only care about the Aether value element. The rest of the elements it does not.
*Inspirationals don't take into consideration any element and will be modified in the future via other mechanics.
*All spawns in the world spawn with 0% Aether and various Impurity Distributions.
*Pots, Fields, and any other structure that we consider needing Aether values will have those values 'grow' with the character. I.E. a pot is not pure based on the materials that made the pot, rather the quantity of purity goods that have been harvested from the pot. Therefore, the purity on these things changes over time and is not static upon build completion.
*At this moment in time we are putting in effort so that players goods will have their multiplier transferred to the Aether Element, with their remaining impurities randomized.
*Alchemy will be reserved for the grinding of impurities. Aether will be raised through systems and grinds inside your walls independent of the Alchemy process.


There is a tiny snapshot for you. Keep in mind all the 'evil' purity grinds will not make it in this patch, however, we are leaving that design space open so that we may one day get to it.


2 years ago ¦] ¦] ¦]
Thanks ^_^
(But JC need to inlude first spoiling of meat and oxygen-less in mine´s)

Re: Alchemy

PostPosted: Mon May 23, 2016 1:33 pm
by Nsuidara
Paradoxyc wrote:
xsarfax wrote:protect char for one perm death or revival char from death


ehhhhhhh

not bad idee

need tool "Philosopher's Stone" and rare items from boss in dreamworld or rare drop from darkbear (or other strong monster from feature) for made potion "Eternal life" - mean, when other player try kill person who have "Eternal life" then "Eternal Player" lose buff and teleport home (lose all EQ)

"Philosopher's Stone" + rare items for got more biles

""Philosopher's Stone"' + Witch = give power for teleport (where leave marks) - marks can be destroyed :P

Re: Alchemy

PostPosted: Mon May 23, 2016 1:43 pm
by Dallane
Nsuidara wrote:
Paradoxyc wrote:
xsarfax wrote:protect char for one perm death or revival char from death


ehhhhhhh

not bad idee

need tool "Philosopher's Stone" and rare items from boss in dreamworld or rare drop from darkbear (or other strong monster from feature) for made potion "Eternal life" - mean, when other player try kill person who have "Eternal life" then "Eternal Player" lose buff and teleport home (lose all EQ)

"Philosopher's Stone" + rare items for got more biles

""Philosopher's Stone"' + Witch = give power for teleport (where leave marks) - marks can be destroyed :P


Just terrible, no.

Re: Alchemy

PostPosted: Mon May 23, 2016 2:34 pm
by thedarklore
Introducing something like Philosopher's stone now is bad idea. At this moment alchemy is undeveloped and it's much less complex than it was. It would be nice to put some content inbetween steam distillers, potions and Philosopher's stone.

Char revival (without any consequences) is too overpowered but better solution would be (base+x)% stat inherit so basically more saved biles and proficiencies and/or saving learned skills for effort put into making Philosopher's stone.
100% would be bad because people could turn in scalps for masks and axes without any punishment. As for witches effect of grim/dark version of Philosopher's stone would involve some kind of punishment for murderer and witnesses and/or will allow to save learned skills.

Also I tought about introducing some kind of unknown recipe which will require items from certain item pool and required items would be scrambled each week or month to make crafting philosopher stone much more interesting and harder.
Basically recipe shifting each week or month.

Re: Alchemy

PostPosted: Mon May 23, 2016 2:56 pm
by xsarfax
thedarklore wrote:Also I tought about introducing some kind of unknown recipe which will require items from certain item pool and required items would be scrambled each week or month to make crafting philosopher stone much more interesting and harder.
Basically recipe shifting each week or month.


Shifting recipe ? Just make it like : cook items in caldroon mixing all 3 base stats of item with some RNG (random). Its mean the same recipe wouldnt work 2 times.
Recipe like mix 100 items (yea, 100 for ex. .... make so powerful item couldnt be from mixing 5 items .D )

Re: Alchemy

PostPosted: Mon May 23, 2016 8:00 pm
by Nsuidara
Dallane wrote:
Nsuidara wrote:
Paradoxyc wrote:
ehhhhhhh

not bad idee

need tool "Philosopher's Stone" and rare items from boss in dreamworld or rare drop from darkbear (or other strong monster from feature) for made potion "Eternal life" - mean, when other player try kill person who have "Eternal life" then "Eternal Player" lose buff and teleport home (lose all EQ)

"Philosopher's Stone" + rare items for got more biles

""Philosopher's Stone"' + Witch = give power for teleport (where leave marks) - marks can be destroyed :P


Just terrible, no.

because you low, because bad idea ?


thedarklore wrote:Char revival (without any consequences) is too overpowered but better solution would be (base+x)% stat inherit so basically more saved biles and proficiencies and/or saving learned skills for effort put into making Philosopher's stone.
100% would be bad because people could turn in scalps for masks and axes without any punishment. As for witches effect of grim/dark version of Philosopher's stone would involve some kind of punishment for murderer and witnesses and/or will allow to save learned skills.

No scalp ? because not leave body ?
is overpowered, i aggre ? but ? find recipe ? find rare items for made this "Char revival potion" is challenge
SO not easy got this... but if you got this... not allow crime ? why not ?
made TBC 2x time ? :P for summon ?

thedarklore wrote:Also I tought about introducing some kind of unknown recipe which will require items from certain item pool and required items would be scrambled each week or month to make crafting philosopher stone much more interesting and harder.
Basically recipe shifting each week or month.

so.. what i say


and made potions for insta regen yellow biles / blood biles :P
potions for remove fear :P
potions for resistance broken bones (mean. you got broken bones, but you dont have for time reduce movespeed / biles )
when effect done from potion you got 2x longer effects :P

potions for upkeep/planty/...
potions for speed gardering
...