2 alchemy instead of 4

Forum for suggesting changes to Salem.

2 alchemy instead of 4

Postby JinxDevona » Sun Apr 07, 2013 7:56 pm

I know this might be meet with a lot of criticism, but I see a lot of people debating about all the extra work to find 4 different clays, 4 different limes, 4 different waters, etc. What if we dropped it to just 2 different alchemy types? I know that it would be a lot of work for the devs to rework the system. Then we could have everything swing two ways. Just two types of trees and compost bins, etc. Would make things simpler for noobs to grasp and for hermits to accomplish. I don't usually see things from a hardcore player's perspective so I'm sure you all will explain why it may or may not be a good idea. All I ask is for respect in your postings a healthy debate. :D
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Re: 2 alchemy instead of 4

Postby Gauteamus » Sun Apr 07, 2013 8:12 pm

This radical idea needs more exposition in order not to be cruelly shot down, ... please?
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Re: 2 alchemy instead of 4

Postby JinxDevona » Sun Apr 07, 2013 8:19 pm

Gauteamus wrote:This radical idea needs more exposition in order not to be cruelly shot down, ... please?

I'm not sure what I can do to explain further. The system is already in place so I don't need to explain that. What if we were to keep say... sulfur and lead. So then you have sulfur and lead compost bins. You grow sulphur and lead crops. Those crops are used in sulphur or lead food. Each food gives gluttony values based on whether it is higher in sulphur or lead. Same way as now except drop everything to two alchemy types instead of four. Each food and recipe would have to be looked at to see if it need a tweak due to losing two alchemy types.

So oatmeal crackers would give BB either way. Cabbage crumbs high in sulphur would give YB, high in lead BB.
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Re: 2 alchemy instead of 4

Postby iotuegli » Sun Apr 07, 2013 8:36 pm

less alchemical types make easier obtain all... but if there are 4 chemical types there is a reaston at least


that could make game less entertain just cuz in a great comunity (like whole salem) now the good items could be sold to high prices (and wandering in those lands become even more profitable :D ) and so on a sinlge group of 10 ppl can't get end-game in 2-3 month but require to be helped (that means: trade) from the others who live in there

how it's set now gives a boost to trade... maybe not trading high purity items but at least some extra stuffs to share (like planks or... granite)
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Re: 2 alchemy instead of 4

Postby JinxDevona » Sun Apr 07, 2013 8:44 pm

I'm sorry, I'm not sure I understand everything you are saying. I think you are saying it would be more fun and lucrative with 4 because of trading and selling. Even if we have two types we still would want to trade or sell for higher purities that the major players would covet for themselves (like in H&H).
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Re: 2 alchemy instead of 4

Postby Scilly_guy » Sun Apr 07, 2013 8:50 pm

I think the devs direction for this game is that you aren't able to do everything by yourself, if you target a specific chemical and become a supplier of decent purity then you will be able to trade for goods of the other types. By having 4 chemicals they have kind of quadrupled the amount of objects, (but not really).
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Re: 2 alchemy instead of 4

Postby JinxDevona » Sun Apr 07, 2013 8:53 pm

Scilly_guy wrote:I think the devs direction for this game is that you aren't able to do everything by yourself, if you target a specific chemical and become a supplier of decent purity then you will be able to trade for goods of the other types. By having 4 chemicals they have kind of quadrupled the amount of objects, (but not really).

Granted. However it causes issues with farming, in which you should be able to do by yourself. Making different compost bins, remaking them, etc seems a bit much. No one should be forced to play with others or a village in a game where you can lose your character due to some person leaving scents, giving out your location, or stabbing you in the back.

That's the trouble with this update, it feels one-sided. It's as if it is play with others or give up.
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Re: 2 alchemy instead of 4

Postby Potjeh » Mon Apr 08, 2013 6:27 am

You don't need to purify in all four elements, just one is good enough.
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Re: 2 alchemy instead of 4

Postby MagicManICT » Mon Apr 08, 2013 7:49 am

Jorb posted earlier that one wouldn't even need to do this. There is a plan for some sort of alchemical transmutation.

viewtopic.php?f=2&t=5685&start=540#p67766

jorb wrote:Grinding four different alchemical values is a chore: I agree. Expect processes of transmutation.
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Re: 2 alchemy instead of 4

Postby iotuegli » Mon Apr 08, 2013 7:35 pm

JinxDevona wrote:I'm sorry, I'm not sure I understand everything you are saying. I think you are saying it would be more fun and lucrative with 4 because of trading and selling. Even if we have two types we still would want to trade or sell for higher purities that the major players would covet for themselves (like in H&H).


you hit the main things... sorry for my english
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