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Alchemy: Transmutation - Research
Posted: Mon May 03, 2010 10:51 pm
by Nysan
Might be a long shot, but here I go...
Most of us know there is a shortage of black onyx gems and lodestones in-game and, far as I know, no way to get them outside of certain shops (is there?). So, can we add on to the Alchemy ritual: Transmutation with a few new rituals?
Transmutation already makes several stone and gem components, two more would fit rather well. Thoughts?
Re: Alchemy: Transmutation - Research
Posted: Tue May 04, 2010 3:59 am
by Gwain
To go with this. The stock of alchemy shard locations should increase slightly to meet the increase in demand. Maybe doubling the locations or limiting the amount of times they can be mined out by players over a weekly basis?
Re: Alchemy: Transmutation - Research
Posted: Tue May 04, 2010 5:12 am
by Duranamir
I would support this as both the components meantioned are always in short supply. And speaking as an evil spellcaster
they are both pretty useful.
Duranamir
Re: Alchemy: Transmutation - Research
Posted: Tue May 04, 2010 6:25 am
by Vantaniael
I am definitely in favour of adding more options to alchemy, it's already an invaluable tool. Though, I dont think the shortage is as big of a problem as it was. If it is still a factor, I think a reference list of what certain items need to be added to balance out aspects of the game more, could be compiled. A list used for building reference and maybe finding ways of slipping those items into new areas for more sources.
Re: Alchemy: Transmutation - Research
Posted: Tue May 04, 2010 5:51 pm
by Nysan
Gwain wrote:To go with this. The stock of alchemy shard locations should increase slightly to meet the increase in demand. Maybe doubling the locations or limiting the amount of times they can be mined out by players over a weekly basis?
Either add a few more formation points or up the rate in which current formations grow new shards. Either way, I am definately for an increase in shard production to go along with these new recipes.
Re: Alchemy: Transmutation - Research
Posted: Tue May 04, 2010 6:00 pm
by Nysan
Vantaniael wrote:I am definitely in favour of adding more options to alchemy, it's already an invaluable tool. Though, I dont think the shortage is as big of a problem as it was. If it is still a factor, I think a reference list of what certain items need to be added to balance out aspects of the game more, could be compiled. A list used for building reference and maybe finding ways of slipping those items into new areas for more sources.
I brought up onyx gems and lodestones because I can only think of certain very-limited stock shops as the only means to get them and stones/gems are already made with Transmutation. I am correct, right? There are no in-game means to generate onyx gems and lodestones?
By all means, if anyone else can think of another component that is only found in shops that could fit well in Transmutation, list it here. Might as well list all the potentials at once and see what happens.
Re: Alchemy: Transmutation - Research
Posted: Thu May 06, 2010 2:48 pm
by Zorinar
I believe alchemy needs to be re-looked at. Currently I find it very frustrating and not very useful. The shard locations produce maybe 5-8 shards on average for me. Sometimes I need to get a full round of shards from two or three locations just to make one final product. The respawn time for shards is slow. There are days when I can visit every location I know and they are all used up, forcing me to wait until later in the day to check again only to see they are all used up again. So getting two-three successful visits might end up allowing me to make one product, which might be used up in a single spell or a few casts of a spell. Considering how many people need these components, how few shards there are, how many shards it takes to make an item, i find the system very unfavorable. I know a few people that have gave up casting specific spells that require alchemy components simply because of the hastle and very low returns on the skill.
Solutions?
-Have alchemy componets last a lot longer for spells
-Have shard locations produce their limit of shards for each person that mines them per regeneration cycle
-Lower shard requirements for alchemy products
-Make the formations visible. Having them invisible only ends up limiting alchemy to races with discern, or wizards with persisted spells. (Unless they just happen to psychically know where to find formations) Clerics need the componets too. They dont have such an easy access to spells that allow them to see hidden formations.
-Re-think the ideology that the current system is creating mutual dependence. Zorinar was selling stones for a while, and it took days of straight shard grinding just to fill a single person's order of 10-20 stones. It was time consuming, annoying and boring. Eventually people just bought thier products for a higher price from merchants because it takes so long to gather enough shards for a big order. If Wizards cannot find ample supply, then a distribution system cannot be put in place.
-Change the spells that use alchemy components. For example, there is only one low level light spell in the game. Witchlight. Why does it require a brightstone that is used up in one cast considering that it will vanish at some time in the not too distant future? It might make sense for a brightstone to be needed to make a glowing ball of light but...Lower level characters do not have glowing equipment nor do they have the ability to use alchemy (if the they do, they dont have they levels to survive some of the places where shards are found) yet they really need light. A low level caster cannot hold a dagger/staff in one hand, and a torch in the other and still cast spells. A warrior cannot hold that precious shield, weapon and a torch. They need light but we should expect that they can go get one from a higher player in all such circumstances. Somehow it seems unreasonable. A low level light spell should really be componentless anyway. Make witchlight last a lot longer since it is using up a valuable alchemy component. And, introduce an invocation light spell as in D&D that lasts a shorter time than witchlight and doesnt use a component.
Re: Alchemy: Transmutation - Research
Posted: Thu May 06, 2010 7:07 pm
by Nysan
We all would like higher shard production, no question, even moreso if you have a character with low Dex.
On the other hand, I never considered Alchemy as a mass production component system. So I get a bit lost when you say you want to make 10-20 stones/gems at a time. Many stone/gem requiring spells are meant to be hard to cast, thats why they have components that are a pain to attain. Honestly, I do not want to see Gate usage to become as common as a fly or air walk spell, for example.
Still, I agree some spells have uneven component requirements, witch light being a perfect example. I tend to see folks trying to get lasting glowy items and ignore witch light completely, unless they use Enchantment. I would love to see its components revisited to it becomes more appealing to those characters without glowies as a viable alternative.
Shard's being hidden doesn't bother me. Most know Gilain is not a caster, but he knows where many formations are. Why? He asked someone to take him on a tour of formation locations. After he knew where they were, its a matter of using a skill everyone has, search, to find them each time. No need for discern, detect hidden, or anything fancy. Just player interaction and standard skill-sets. Yes, some locations are not for lvl 10s to find but then again, I am not sure Alchemy was made for lvl 10s to use. What lvl 10 really needs a jacinith gem, after all? I have seen low-mid levels gather most kinds of shards though, not from all formations of course, but they could make any known recipe well enough.
Shard cost... Personally, I like it. The costs of Transmutation and Enchantment make sense to me. Plus, I think would become a non-issue if the number of formations or the respawn rate of shards is increased.
Time vs cost, welcome to the life of a PC merchant. I mentioned this in a different thread, the cart one I think. As a seller, you compete for profit. You are usually always cheaper than the NPC vendors but on the other hand, the NPC may have more in stock than you do. You will get XX many eventually, but often wont have that many on hand, like a NPC shop does. Its a choice between spending more time on a PC merchant vs spending more coin at a NPC shop. Its an inherit struggle of selling items. You know how many years I have been hoping to see mining recoded so I can pick what I mine when I have 6 orders waiting on gems, gem powders (please fix that bug!!!), or certain metals?
Re: Alchemy: Transmutation - Research
Posted: Sun May 23, 2010 11:09 pm
by Nysan
Now that shard formations have returned from their vacation (thanks for that), this topic floats back up to the top of my wish list. Besides black onyx gems and lodestones, did anyone think of any other component that would fit in with Transmutation's current stone/gem recipe theme?