The Current State of Alchemy. I loathe Nerve Damage.

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

Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Archiplex » Fri May 21, 2021 4:40 pm

Lunarius_Haberdash wrote:
Archiplex wrote:Rather, I hate the fact that it doesn't TELL us what it transmutes the wounds into. If we can see that a potion inflicts a wound, please let me also see what it transmutes my supposed healing into?


I disagree with this wholeheartedly, especially if they continue to recycle what ingredients do what each world. It makes using alchemy a dicey thing, and means you have to trust the alchemist you're working with to have done the background work to ensure your potion is safe.

I like every part of this.


The background work meaning "get an alt"?
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Lunarius_Haberdash » Fri May 21, 2021 6:17 pm

Archiplex wrote:The background work meaning "get an alt"?


Get an alt, get the recipes, process the recipes, wait for the wounds to heal, find out what the results are going to be, find a solution for those results, test on the alt again.

The alt is just a test subject, it doesn't reduce the work involved to find the answers.

For the buyer?

Learn about medicine enough to know the risks, find an alchemist you trust, get your medicines from alchemists you trust rather than A. Making them yourself, or B. Going through all this testing.

I really don't see a downside on the 'interesting' level this "unknown" risk provides to an unskilled alchemist.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby VDZ » Fri May 21, 2021 8:25 pm

I agree with Ogey that testing itself would be fine if we had something proper to test it on, but I don't think 'spawn a dozen alts' should be an expected normal step in any process. Flaws in the design may make things work that way in practice, but it shouldn't be designed as such. Aren't you all about immersion at any cost, Lunarius? Bringing a dozen naked dudes into the world to immediately kill them does not seem appropriate thematically. This is alchemy, not necromancy.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Reiber » Fri May 21, 2021 8:38 pm

Austinh15 wrote: I was all like, "Dude this is so cool, Toad Butter could be an actual good cure for shit because I can just cure the nasty wart!




and thats why you dont get easy cures for warts, otherwise they would just be better off of removing warts alltougheter, if you fear loosing charisma, or want your woundpage too be clear just dont bother with toads.


and i´m pretty sure alchemical elixirs arent meant too be actually used as an 25 seconds buff , thats more added for flavour, just maybe you shouldnt expect too drink mercury just for the shits and giggles and expect too get stronger from it?

honestly , i love the alchemy system as it is, your alchemst might just sell you snakeoil, the balancing mechanism for your potion being poison should not be that everybody in an 10 mile radius is warned that that hoped for remedy is in fact an toxic concoction, it is you burning down his hut for witchcraft if you survive.

oure village owned alchemist basically killed one alt , wich already was created during village construction. and half oure village runns around wih nerve damage, but other than that , there was no reason why we had too make 100 of testingalts, testsubjects are abundant, given the amounts of people running around with wounds and no clue of alchemy, and so far no actuall player has died, ok i lost 1 int, and it takes an month untill it gets back, but come on , its 1 int and finally you can actually heal nerve damage, ,, so yay-

all in all i love the system, it dosn´t outright outweigh traditional medicine, in fact you are more incentivised too only try alchemy if normaly healing the wound is either impossible or infavourable.


that means alchemy is about crazy people with spreadsheets selling ambigous, possibly leathal cures, they themself don´t fully understand to desperate people. wich is better than anything i could have come up with, both balancing aswell as flavour wise, the only thing we need is jorb anouncing "create gold from lead through alchemy" in next patch, and litterally change nothing. just so those testubegibbons all go crazy on an search fo something that is not possible.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Austinh15 » Fri May 21, 2021 8:45 pm

Reiber wrote:
Austinh15 wrote: I was all like, "Dude this is so cool, Toad Butter could be an actual good cure for shit because I can just cure the nasty wart!




and thats why you dont get easy cures for warts, otherwise they would just be better off of removing warts alltougheter, if you fear loosing charisma, or want your woundpage too be clear just dont bother with toads.


and i´m pretty sure alchemical elixirs arent meant too be actually used as an 25 seconds buff , thats more added for flavour, just maybe you shouldnt expect too drink mercury just for the shits and giggles and expect too get stronger from it?


Firstly, I'm going to ignore your toad comment, because this is exactly the state quicksilver globes were in, or felt for that matter. And now I don't feel the need to make an alt for either so I consider what the devs did here a huge success on opening a part of the game up through alchemy. Secondly, these buffs can last for MUCH longer than 25 seconds. I have no idea what kind of experience you have with Alchemy, but potions have a standard timer of 7 minutes and 30 seconds. You're just going to assume that an actual mechanic to this system is just for flavor and isn't meant to be anything useful? Mushroom decoctions and herbal swills work just fine, it's specifically Mercurial Elixirs. I'm not sure you're aware of anything you're talking about by this point.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Austinh15 » Fri May 21, 2021 9:10 pm

Reiber wrote:that means alchemy is about crazy people with spreadsheets selling ambigous, possibly leathal cures, they themself don´t fully understand to desperate people. wich is better than anything i could have come up with, both balancing aswell as flavour wise, the only thing we need is jorb anouncing "create gold from lead through alchemy" in next patch, and litterally change nothing. just so those testubegibbons all go crazy on an search fo something that is not possible.


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Also look bud, I know you're on this fantasy about some crack house alchemists, but if the alchemist is worth their salt, none of you would be running around with nerve damage. All of these potions are fuckin VERIFIED. The only potion to look out for here is the Deep cut one which converts CONCUSSION to blistering headache. ANOTHER fucking thing I can cure that isn't listed here because I don't have the potion in stock right now and can't take a screenshot. It gives chills but guess what? I don't care because I CAN CURE THAT TOO. Hours and hours have gone into making that shit work, and the only thing I'm asking for is if nerve damage heal rate can be sped up a bit so I can not worry about curing something that could take me over a month to cure with my potions. I'd be more inclined to either test on myself or on others if I knew I could fix them if it fucked up. It's still more work on me, but at least it doesn't involve an alt.


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Take one of these, you're better off using this than that cheap ass excuse for an Alchemist you have.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Sevenless » Fri May 21, 2021 9:19 pm

"Selling" unlabeled forms of damage can't be verified by many people taking it. The wounds being cured often severe enough that most people shouldn't be getting them often. I've also found some of my potions only occasionally cause the secondary damage, even ones where ingredient ordering is locked by recipe.

This is something a game mechanic should cover explicitly or it'll take away from the mechanic as a whole.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Austinh15 » Fri May 21, 2021 10:09 pm

I've personally never seen a fluctuation in the conversions unless I change up the active ingredients for that specific property, which would be expected right? Some ingredients just aren't good for certain things. I had the same issue with Wild Windsown Weeds in world 12. Could be wrong though. My Nasty Laceration Concussion Potion has never failed. I would like to know the viability of blade kiss potions for those who pvp though. Or are Ancient Roots and high Q beds going BRRRRR? (The potion in question heals 1 point every two minutes thirty seconds to four minutes and thirty seconds.)
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Sevenless » Fri May 21, 2021 10:37 pm

Austinh15 wrote:I've personally never seen a fluctuation in the conversions unless I change up the active ingredients for that specific property, which would be expected right? Some ingredients just aren't good for certain things. I had the same issue with Wild Windsown Weeds in world 12. Could be wrong though. My Nasty Laceration Concussion Potion has never failed. I would like to know the viability of blade kiss potions for those who pvp though. Or are Ancient Roots and high Q beds going BRRRRR? (The potion in question heals 1 point every two minutes thirty seconds to four minutes and thirty seconds.)


I make a yarrow/iron ochre concussion herbal swill. There's no way to mix up the ingredient order. Sometimes it causes blistering headache, sometimes it doesn't. I've been using the same set of iron ochre since the start, so there's no weirdness like some having well mined or not.

I get the side effect about once every 5 uses.
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Re: The Current State of Alchemy. I loathe Nerve Damage.

Postby Austinh15 » Fri May 21, 2021 10:45 pm

Are you speaking of an actual conversion or of a side effect labeled on the potion. In this situation you're right. The herb with stone only has one possible combination in an herbal swill. That's strange. We can both agree that the system is already not working as intended given that there IS a way to mess up ingredient order, one leading to a much less severe potion like in the examples I gave at the beginning.

What I'm trying to say is that we kinda need some answers to give some stability here. As fun as having wrenches thrown into our plans can be, we have to keep some sort of base for the system, and there are a LOT of questions. I feel like there still are questions for fishing and that shit is timeless by this point.
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