Re: alchemy ideas (was: Idea for skills)
On 28/11/05, Mark Wedel <mwedel@...> wrote:
> Nicolas Weeger wrote:
> > Btw, it could be used for "secondary" skills (alchemy, woodsman, ...)
> > skills only, not main combat ones. This way no penalty for
> > fighters/wizards, just for players wanting to do other things than combat :)
>
> But I then wonder if an actual cap on exp/skills is needed, or if it would be
> good enough to give exp bonuses in specific skills for specific quests.
Now that you say it, it seems like a plausable idea. Alchemy,
woodsman, etc. are all closer to knowlege than to something else, so
players can level in them like they do with academic subjects in real
life.
At the moment the main problem with it is:
Eiher it is very very tedious to level, and takes many months to get
to making simple potions, as you try to stockpile some ingredients,
then eventually after dying several times and spending several
thousand on extra ingredients, cauldron access, etc, make something
that is cursed, and costs 4 platinum to sell.
Or you can spend a few very tedious days iding altar ingredients and
get to the point of making something usable.
First approach is far too boring for anyone to seriously consider, and
I think second approach is a cheat in a way, and needs substantial
financial backing.
Either way there is not much incentive to do so apart from selling the
items for wealth, as by the time you can make the items you can either
find them in dungeons, or can afford to buy them in shops.
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