Make alchemy less cancer

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Make alchemy less cancer

Postby noindyfikator » Wed Sep 07, 2022 8:45 pm

Add hearth magic:
- Discover properties of an alchemy ingredient
- idk, 250-500 exp?
- accesible after alchemy skill is learned

Thanks
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Re: Make alchemy less cancer

Postby Massa » Wed Sep 07, 2022 10:02 pm

noindyfikator wrote:Add hearth magic:
- Discover properties of an alchemy ingredient
- idk, 250-500 exp?
- accesible after alchemy skill is learned

Thanks

the joy of discovery is unironically a good thing for food and alchemy even if you hate it because it's not immediately fun
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Re: Make alchemy less cancer

Postby Sevenless » Wed Sep 07, 2022 10:45 pm

The only thing alchemy has going for it as a system is discovery. Like, the entire system is currently based on it. That's why the properties scramble each world. Take that out and you need to redesign the entire system.
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Re: Make alchemy less cancer

Postby Audiosmurf » Wed Sep 07, 2022 10:55 pm

I think alchemy at least needs some QoL, but I like how arcane it is. Some means to track properties in-game would be good. This idea isn't very good, though, for obvious reasons which are already stated.
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Re: Make alchemy less cancer

Postby iamahh » Wed Sep 07, 2022 10:56 pm

mad lad OP wants to divide by zero and break the universe balance
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Re: Make alchemy less cancer

Postby terechgracz » Wed Sep 07, 2022 11:09 pm

Alchemy is just exercise in logic. You can automate this easily with your choosen software. But game design shouldn't benefit only thoose able of performing such tasks. Using Exp for everything is bandaid that just feels sick. Instead we could have at least book that automatically registers potion made and suggests ingredient's alchemical properties, this would remove need for "advanced" custom software. Another cool thing to do would be able to somehow study alchemical ingredient for chance to discover one of it's properties.
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Re: Make alchemy less cancer

Postby Sevenless » Thu Sep 08, 2022 2:40 am

terechgracz wrote:Alchemy is just exercise in logic. You can automate this easily with your choosen software. But game design shouldn't benefit only thoose able of performing such tasks. Using Exp for everything is bandaid that just feels sick. Instead we could have at least book that automatically registers potion made and suggests ingredient's alchemical properties, this would remove need for "advanced" custom software. Another cool thing to do would be able to somehow study alchemical ingredient for chance to discover one of it's properties.


Eh, it's not hard to just log it in google docs. It takes me 3-4x longer to collect the ingredients than it does to log the experiments.

It's much easier to log alchemy tests than it is cooking since you don't need to do quality math to see how good something is.
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Re: Make alchemy less cancer

Postby noindyfikator » Thu Sep 08, 2022 6:31 am

Sevenless wrote:
terechgracz wrote:Alchemy is just exercise in logic. You can automate this easily with your choosen software. But game design shouldn't benefit only thoose able of performing such tasks. Using Exp for everything is bandaid that just feels sick. Instead we could have at least book that automatically registers potion made and suggests ingredient's alchemical properties, this would remove need for "advanced" custom software. Another cool thing to do would be able to somehow study alchemical ingredient for chance to discover one of it's properties.


Eh, it's not hard to just log it in google docs. It takes me 3-4x longer to collect the ingredients than it does to log the experiments.

It's much easier to log alchemy tests than it is cooking since you don't need to do quality math to see how good something is.


Bro, it's a game not fucking excel math spreadsheet.
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Re: Make alchemy less cancer

Postby Liss12 » Thu Sep 08, 2022 9:09 am

I'd say make alchemy even more cancer if anything. Make components shift their propeties based on the moon cycle or geographical location. This is optional mechanic for datasheets connoisseurs it should be this way.
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Re: Make alchemy less cancer

Postby noindyfikator » Thu Sep 08, 2022 9:37 am

Liss12 wrote:I'd say make alchemy even more cancer if anything. Make components shift their propeties based on the moon cycle or geographical location. This is optional mechanic for datasheets connoisseurs it should be this way.


+ randomize by (cube root of square root of day of the month) / (in-game hours + real hours) + some special discrete number
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