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Alchemy Items
I have recipes for several items like Helmet of Might, Platemail of power etc.. i understand its possible to make them if some items were added that arent in the game yet, Stefan when will these items be added in ? Ive been waiting for awhile..
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Yes, this will allow us alchemists to make the cash. ;-)
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Yesh cash and good items =D
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I already know all the recipies, so I might sell them too. :)
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excal arent you guys still planning on doing that system so you can only make the things if you have the recipe? to keep rare items from becomming posted on websites and such and therefore allowing the whole population to make it..
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Yeah, considering everyone that matters knows about Crossfire =\.... heh ::cough:: stefan j00 need an idea man ::cough::
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hey i wanna matter :(
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actually i think that even though it is kinda lame to get recip[es off of some help site i mean... god i had a reason but i have such a bad headache but i think that you shouldnt need a recipe book to make an alch thing
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Well, you could always make the recipe need something different.
For example: If I want to make Water of the Wise (I think it's 4 waters), then first, I need the recipe scroll before it will work. Then, I read the scroll, and get the ingredients. Finally, after I make Water of the Wise (fail or not), something on the ingredient list changes one or two of the ingredients to a different item(s) - hence needing the recipe sheet to make it. |
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In short, just randomize the recipe after you fail or succeed at attempting it. And the only way to find out what ingredients you next need is by reading the recipe. |
Anyone ever play Harvestmoon for Playstation? Well, maybe you should have to learn it first, then you can bring up a list of items to make if you have the recipe.
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I think it'd be reasonable to be able to alch something if you read the recipe once - it's up to you to remember the ingredients, but you don't have to own the recipe. This way, people could "sell" their knowledge, if they have a rare recipe. I think randomizing recipes is kinda strange, specially as it varies the stuff you need for the very same thing - once it's 5 dievil feet for a balm, then it's one. I think that this would suck and be unrealistic anyway.
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Besides, it would probably be randomized within certain items, and the quantities shouldn't change. Example: Recipe A needs 3 dievil's feet, 1 pearl, and 2 waters. After alchemizing it, it needs to randomize an ingredient. It then goes through its list of ingredients it can have, say these: 3 dievil's feet 3 heavil's feet 1 sapphire 1 pearl 2 waters And it makes a new ingredient list from those ingredients. |
Hm... if I got you right, you can get the same alch-thingie with different recipes, and you sometimes need a water only, sometimes dievil-feet instead?
What about this: if you look the recipe up somewhere, you got a 20% chance of succeeding. You read it in the game, and you get 50%. YOu actually own the recipe, that is have it with you while alching, you get 90%. Wouldn't that do? |
it's fine how it is...
let's leave it at that.. |
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If you never had it, thats reading it from another source. If you've had it and don't have it while alchemizing, that is borrowing from a friend. If you have it while alchemizing, you get the 90% of succeeding. |
Bleh, just make it like spells. It solves all these problems. You get a recipe, you learn the recipe, you can type some command to pop up in the F2 window with all the recipes you've learned or something...
Basically you should have a 100% chance of learning the recipe, but it just "vanishes" and you remember the recipe. That way, you can't just go carrying 100 recipe scrolls around, and trading them with all your friends so that you can have every recipe within a couple hours. So basically: 1) Change recipe scrolls to vanish when read, and also go into the player's "knowledge" 2) Change alchemy so a player can only succeed at a recipe, if they have that recipe in their "knowledge" This eliminates any form of "cheating" such as going on a website that has a list of all recipes and stuff. Although people could still make a list of all recipes, just for information sake. So that others would know exactly what items are needed without having to pay big money for a scroll just to find out the items needed to make the alchemy item are too hard to find. I mean it's common sense. It's forced roleplaying, which is heavily applied on my playerworld. It's forced because players don't choose to do it, yet it doesn't negatively affect the gameplay. HOWEVER, it would be fine if there was a way to teach players recipes IN the game. Meaning like, if you already know a recipe (your character has read the recipe scroll), you could perhaps "teach" other players the recipe somehow. But it would be limited or require some kind of penalty of some sort, seeing as how someone with all the spells would just easily teach everyone if there wasn't a penalty. |
Maybe teaching only one recipe to one player in a month/week or something. And these scrolls should be less rare than they are, I know recipes which I've never seen the scroll of...
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