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Post by Psionic-Entity on Aug 27, 2015 15:29:26 GMT -5
Today the potion system got updated with some new mechanics. Part 2 of that update will be to add additional potion functionality. Different types of healing, more non-night vision buffs, etc. There are a few different ways to do that and I've roughly divided it in to two options. I would like to hear your thoughts on which one to pick.
1. Keep using the property system, add new effects as new ingredients, and make some optimizations like "load last crafted".
This restricts the scope of potion effects because it needs to support mixing and matching, but it increases the total variety of items produced.
2. Switch from the current system to something more like recipes. Multiple options in the "select item" window that automatically load their ingredients and don't have property slots.
This would allow more interesting potions (things like Witcher potions come to mind), but there wouldn't be any native support for making "50/50" brews.
For clarity, these options are mutually exclusive. Potions will either be determined (at least mostly) by setting the ingredients, or by choosing a potion from the select item window. Other types of suggestions are welcome, but this is a big decision that needs to be made before the system can be fully fleshed out.
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Post by Sobriquet on Aug 27, 2015 15:57:39 GMT -5
#2 sounds a whole lot better from my end. A wider variety of consumables is always nice, and ideally it can act as a strong gold sink.
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Post by kingofaquilonia on Aug 27, 2015 17:23:41 GMT -5
# 2 does sound good , Modular will just have to get carpal tunnel for us
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Post by Fuzz on Aug 27, 2015 17:48:46 GMT -5
#1 would allow for stuff like mixing ingredients to lower toxicity, though, so you could make slightly watered down potions that you can drink more often, among other things.
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Post by Psionic-Entity on Aug 27, 2015 18:03:29 GMT -5
No plans to add toxicity reduction options in either case. A big part of the switch to the new system was to limit the number of combat actions used on potion consumption.
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Post by kingofaquilonia on Aug 27, 2015 20:36:47 GMT -5
Haven't gotten to test it yet btw, but it seems with the current system cultists and loonie island are going to be impossible! I'll post again once I've tried them once more.
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Post by drunkensolamnic on Aug 27, 2015 20:54:36 GMT -5
In light of the changes to cumulative damage: which of these systems would allow for production of potions that both remove cumulative damage and heal at the same time? Cause if I can only chug five potions when I get in trouble, I want to get the full benefit of those five potions.
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Post by ronan on Aug 27, 2015 20:58:08 GMT -5
#2 sounds like it's the least clicking for crafters, as they just select an option from a list and press "craft this" so long as they have the required ingredients?
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Post by modular on Sept 21, 2015 14:21:36 GMT -5
The new buff potions are nice, but the latest balance of ingredients means that, in four outings to higher level areas, with players going when I'm not with them, ingredients haven't been found once, for these potions. I understand wanting to make them less than common, but they've been scarce to the point of impossible to make or use.
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Post by modular on Sept 23, 2015 16:32:13 GMT -5
After continued playing, I have to say that even asking multiple parties, and being known as someone who purchases or trades or can be gifted reagents for the high end potions - I haven't made a new batch in over a week, haven't had the materials to make the newest potion, have ever only made one batch, and there is little interest in Bloody Murder post ranged removal.
While I understand wanting to make these potions unique and dangerous or interesting - they aren't being used, through combination of inability and lack of interest. I can't craft them, half the time, and the other half, they are too risky for most people.
Given that this is LITERALLY half of all potion crafting, it'd be nice to be able to more reliably at least produce these potions, since I am otherwise relegated to making four types of potions, and more often than not, just red and green.
Can we look at simply biting the bullet and putting the ingredients in a shop?
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sparky
Chesterfields
Wishing Well Repair Man
Posts: 243
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Post by sparky on Sept 23, 2015 16:49:13 GMT -5
After continued playing, I have to say that even asking multiple parties, and being known as someone who purchases or trades or can be gifted reagents for the high end potions - I haven't made a new batch in over a week, haven't had the materials to make the newest potion, have ever only made one batch, and there is little interest in Bloody Murder post ranged removal. While I understand wanting to make these potions unique and dangerous or interesting - they aren't being used, through combination of inability and lack of interest. I can't craft them, half the time, and the other half, they are too risky for most people. Given that this is LITERALLY half of all potion crafting, it'd be nice to be able to more reliably at least produce these potions, since I am otherwise relegated to making four types of potions, and more often than not, just red and green. Can we look at simply biting the bullet and putting the ingredients in a shop? *seconds this*
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