Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
Yes to both questions. All equipment is hand-placed (not generated).
I'm not entirely sure what you mean, I never had trouble combining two items to get one specific, desired effect. The greatest downside was that some combinations created potions of different weight, and sometimes the only second ingredient with a desired effect was had another, rare effect so I didn't want to use it.caliban said:I think one ingredient per item is a bit too simple. On the other hand, Morrowind's alchemy was needlessly complicated, as no one really needs potions with multiple somewhat random effects.
I'd like a system where one indegredient governs what the Potion will do, while the second indegredient would just magnify their effect.
I'm not entirely sure what you mean, I never had trouble combining two items to get one specific, desired effect. The greatest downside was that some combinations created potions of different weight, and sometimes the only second ingredient with a desired effect was had another, rare effect so I didn't want to use it.
*shudders* I know you mean well, but seeing someone from (even ex-, perhaps) ESF using word 'fun' evokes mental images of mind-numbing boredom, nerve-wracking anguish and soul-wrenching torment.I think the main focus should be to make alchemy fun.
Prunesquallor said:What on earth is mithril doing in the crafting screen??? It seems terribly out of place in the setting.
Of course, by fun I didn't mean "Try to drop as many leaves as you can into the mortar to make a potion!!"Balor said:*shudders* I know you mean well, but seeing someone from (even ex-, perhaps) ESF using word 'fun' evokes mental images of mind-numbing boredom, nerve-wracking anguish and soul-wrenching torment.I think the main focus should be to make alchemy fun.
Yeah, more or less. Except the only time I made a potion with an undesired effect was when my restore fatigue potion also had the fortify fatigue effect. That is also the most interesting experience with the alchemy system I remember.caliban said:That's more or less what I meant - ingredients had 4 effects each, so often you'd waste a good ingredient for a weak potion, or had to make a potion with some undesired/not needed effects.
My feelings exactly.Experimenting with various potions was fun at first, but it quickly got boring and annoying, and I just used several simplest combinations (e.g. a potion of healing rather then healing+lightness+blah).
My main issue isn't that it's complicated, but that it's unnecessarily complicated. The actual system is very simple and hardly challenging or interesting. It's just annoying.That's why I prefer a simpler system with schematics over a (theoretically more complicated, but less fun) system in Morrowind.
Starmetal. Starsilver. Argentium. Aerolitum.Jasede said:I agree, maybe it should be called meteorite iron, pure ore or something like that.
Jasede said:Beautiful. Cheesy, but beautiful.
Claw said:One thing I'd like to know. Do effects you don't know about have any effect? I can't say I spent enough time with Morrowind to experiment with that. Could not knowing about negative effects of my ingredients protect me from negative side effects in my potions?
Actually, the opposite would be really, really dumb. I guess this means that Oblivion is dumb. Isn't that a surprise.Coelacanth said:Yes to the first question. Really stupid...
Coelacanth said:They "fixed" that in Oblivion by making it so only effects you know about are in the potion.