
06-10-2003, 03:56 PM
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Old Bee
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 7,222
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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. |
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