A suggestion for a new structure? *Potion Making Stucture!*
#21
fs_karoj
Posted 04 April 2008 - 23:00
Clearly the potions should be guild-bound, perhaps you could lock them by rank as well... which would be a nice addition and make ranking a bit more significant.
I have several ideas that go in a different direction from reagents (s.i.c). Not all of my ideas are steller, but I like trying to get people to think in new ways about things. They can be taken separately or together.
-you can cast your buff into the Structure and pay a gold fee and then it is bottled for use when you are offline--I've seen requests for something like that before.
-Instead of a guild structure this is a relic. you can brew potions only while holding it.
-Instead of reagents, require item types to create potions. To create an offensive buff of a certain level you would need a weapon or a weapon and a rune to create an offensive potion. Shield or shield and armor to create a defensive potion. Item levels and potion levels would correspond and the items would be destroyed
-The structure could have item: "Glass vial" and you would have to fill the vial with x number of kills (souls) before being able to create a potion in it (of course have a gold cost)
Hope this generates more discussion about the mechanics behind it rather than simply just a "bump"
Oh, but great idea. BUMP
#22
Posted 05 April 2008 - 04:21
1) The guild alchemist should indeed make potions that are guild-locked. Allow the guild to keep however many they can afford to store if they want to, say, horde 4 leaf for an upcoming LE.
2) One (or other suitably small number) potion of each type per day with the guild responsible for deciding who will use them. This option alone could actually create a mutiny if leaders keep it to the clique at the top
3) Make the potions useful ones like FI, SE Slayer, Four Leaf, etc - all at the appropriate number. For example FI500 - not the best available but...
Consider the choice of potions to make available along the lines of what a guild might choose to do with them, like support a SE Slayer with the guild getting some drops
4) After the initial quest components are found and the cost to build covered, the guild then faces a choice of which type of potion to brew.
5)For each alchemist added (max 3), the guild would make the same choice for each potion they will brew after doing whatever was necessary to acquire the alchemist.
6) Each potion/level comes with a weekly component (gotta get that ambergris if you want to make perfume) requirement to be fulfilled or no potions can be brewed
Either have the AH sell those components - gold sink - or have them found in specific areas so the players will be forced to buy them from others if they can't (or don't want to) get there to collect them
#23
fs_badjoe
Posted 05 April 2008 - 16:39
There was a thread on this a long time ago, but I can't seem to find it.
Clearly the potions should be guild-bound, perhaps you could lock them by rank as well... which would be a nice addition and make ranking a bit more significant.
I have several ideas that go in a different direction from reagents (s.i.c). Not all of my ideas are steller, but I like trying to get people to think in new ways about things. They can be taken separately or together.
-you can cast your buff into the Structure and pay a gold fee and then it is bottled for use when you are offline--I've seen requests for something like that before.
-Instead of a guild structure this is a relic. you can brew potions only while holding it.
-Instead of reagents, require item types to create potions. To create an offensive buff of a certain level you would need a weapon or a weapon and a rune to create an offensive potion. Shield or shield and armor to create a defensive potion. Item levels and potion levels would correspond and the items would be destroyed
-The structure could have item: "Glass vial" and you would have to fill the vial with x number of kills (souls) before being able to create a potion in it (of course have a gold cost)
Hope this generates more discussion about the mechanics behind it rather than simply just a "bump"
Oh, but great idea. BUMP
Clearly the potions should be guild-bound
R u NUTS ?! Why do you think this idea was suggested in the 1st place :evil: ? TO SELL !!
As for the rest of ur comment no, it wouldn't be fun to create potion if it was like that.
#24
fs_thelastdj
Posted 05 April 2008 - 16:42
There was a thread on this a long time ago, but I can't seem to find it.
Clearly the potions should be guild-bound, perhaps you could lock them by rank as well... which would be a nice addition and make ranking a bit more significant.
I have several ideas that go in a different direction from reagents (s.i.c). Not all of my ideas are steller, but I like trying to get people to think in new ways about things. They can be taken separately or together.
-you can cast your buff into the Structure and pay a gold fee and then it is bottled for use when you are offline--I've seen requests for something like that before.
-Instead of a guild structure this is a relic. you can brew potions only while holding it.
-Instead of reagents, require item types to create potions. To create an offensive buff of a certain level you would need a weapon or a weapon and a rune to create an offensive potion. Shield or shield and armor to create a defensive potion. Item levels and potion levels would correspond and the items would be destroyed
-The structure could have item: "Glass vial" and you would have to fill the vial with x number of kills (souls) before being able to create a potion in it (of course have a gold cost)
Hope this generates more discussion about the mechanics behind it rather than simply just a "bump"
Oh, but great idea. BUMPClearly the potions should be guild-bound
R u NUTS ?! Why do you think this idea was suggested in the 1st place :evil: ? TO SELL !!
As for the rest of ur comment no, it wouldn't be fun to create potion if it was like that.
I actually agreed with a good few of Karoj's points. >_>
Only thing of his I really didn't like was the relic thing...
Why would you need to sell potions? <_<
#25
fs_badjoe
Posted 05 April 2008 - 16:47
#26
fs_thelastdj
Posted 05 April 2008 - 16:50
If you want to sell them, then ok. I really don't care. I was just saying the karuj's ideas sounded decent and interesting to me.
Though I'm sure that when this all gets implemented, I'll be taking a much more "pro-potion" feeling. I don't see anything wrong with 'em.
#27
Posted 06 April 2008 - 22:59
1 Quest to find an alchemist, then
2 Pay to build a structure(s) for him to work in, then
3 Acquire the components (creature drops seems best though you certainly could also have them found in specific areas) weekly to make the potions(s).
Only thing I'd do is not make it find X for each potion but find X in order to be able to craft a specific type of potion for a week. So Y levels of structures built makes Y types of potions available to the guild but then weekly components are required to actually produce any.
And I still think this would be better if it could only be used within the guild by its members; otherwise it would be just another means of making money - which is fine, just not necessary.
#28
Posted 08 April 2008 - 20:21
If it is a guildstructure then the potions should be bound to the guild. Also if it's a guild that needs to collect the ingredients to create the potion then the advantage of the potion should be granted to the entire guild.
Instead of making it quest or spot related make the ingredients also drop from creature's of a specific class. Then you can for instance put the ingredients in kind of a bank for potions and make it for instance 10 ... more need to be donated before ... potion can be made.
Here is an idea for more common potions that might be created (just an idea): all these potions give an extra percentage of damage to the class of creature's for instance 5% more damage.
Here's a list of all creaturetypes (thanks to fallenswordguide)could find with possible drops and what potion could be created from the drop
AquaticSeaweed Neptune's Potion
Avian Feather Phoenix Potion
Beast Claw Beastslayers Potion
Canine Fang Jackal's Potion
Demon Essence Diablo's Potion
Dragon Dragon Hide Draconian Potion
Dwarf Hop Dwarven Ale
Elf Elven Dust Elven Potion
Feline Whisker Bastets Potion
Golem Runestone Golem Potion
Greenskin Skin Greenskins Potion
Human Wallet Greed's Potion
Magical Glittering Dust Enchanted Potion
Mechanical Screw Oil Potion
Mounted Whip Rider's Potion
Plant Root Nature's Potion
Reptile Scale Lizzard's Potion
Undead Bone Zombie's Potion
Vermin Trash Extingiush Potion
Maybe we can have it so that we have to mix different items to create potions of different strength and type....something like a recipe/combinations
the more i look at this when i come by to see what has been added, the more i like it
not sure you need to make entirely different potions as is implied by prezze but collecting items in order to make potions is a great approach.
being able to mix and match ingredients for potions of both differing types and strengths would be a great idea if you intend to allow these guild potions to be sold.
as far as making the potions random, please don't - i'm already frustrated with the randomness of the crafting piece of the game (at 5FSP all i ever get is excellent, even with master). however, you could make ingredient collecting take place every day and whatever the guild finds is what it can brew. sure there'd be some saving of ingredients but also some experimenting i imagine
#29
fs_zarialdusk
Posted 27 April 2008 - 03:24
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