And again... Alchemy!

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

And again... Alchemy!

Postby lol123456 » Thu Sep 06, 2018 3:53 pm

a few thoughts, about why it seemed to me important
in game enough not actual curiosities and Forag item whose rarity is too high or quickly ceases to be a value
like: Tangled Bramble, Washed-up Bladderwrack, Rustroot, Edelweiß, Wild Windsown Weed, Thorny Thistle, Bloated Bolete, Uncommon Snapdragon, Candleberry, Cattail Head, A Bee That Stung, Bear Tooth, Cavedust, Red Deer Antlers, Cat Gold, Petrified Seashell, Fishy Eyeball, Crab Claw, Boar Tusk and many more things.

Also in the game there are several things that do not have alternative options like:
exp from quests, pvp based on hit and run, return forage in late game and opportunity to earn for hermits on selling ingredients

to business!

1.0) Variation and elements of alchemical mechanics
1.1 esoteric like here(Graveyard Keeper)
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where the receipt of some bright element can be replaced with something simple in the future, when need to search ruby dragonfly but late you can use Cave Angler shell
1.2 color-oriented like here(M&M 7)
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where only three initial substances and all the dances and jumps go from them, fourth gray, increases the quality
1.3 practical like... I really do not know anything about that game ...
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where your individual uniqueness of each ingredient taken
1.4 uncertainty and unpredictability of the result
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explosion, ignition, poisonous couples, poisoning, intoxication, intrigues and tales around recipes, limiting the chance of getting a positive result by skill and atr.

continue if necessary

2.0) Tools & Furniture
2.1 Alchemical table
A table for mixing ingredients, both by crafting and passively from over time
2.2 Storage rack
container 8x10 requiring 2x1 places, but having a feature using the content remotely within one room
2.3 alembic
for obtaining substances from ingredients
2.4 cauldron(old)
2.5 Quern(old)

continue if necessary

3.0) Effects
as I think it should work, you're drinking a potion or sniff or let him through the vein or be poison... For me does not matter how you use substances. Appear effect intoxication(3.1) acting as potion time x2, this effect is stacked up to 3 and more it can cause narcolepsy attacks, temporary loss of stats and attributes, blows on hp and else unpleasant things
3.1 intoxication
3.2 temporary increase atr&skill
3.3 gives experience when: crafting, farming, do household things
3.4 poison work only at arrows and spear, when dealing more than 20% damage at once, slows the victim or snake venom
3.5 flammable mixtures, on throw everything covers fire within a radius of 2.5 cells, The effect lasts 5 seconds and does not stack, only updated, damage 1% hp every sek
3.6 antidote from snakes inclusive

continue if necessary

trying to supplement this topic, also if developers get hooked, ready to compile lists of ingredients, recipes and other things, keep in secret
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Re: And again... Alchemy!

Postby Flyrella » Thu Sep 06, 2018 10:52 pm

yes please, it sounds really amazing
+ we need all the glass tubes and equipment like this
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etc
+ with those some additional alcohol drinks could be made like vodka and whisky
+ also something cosmetical things like 0 damage different color explosions and fireworks
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Re: And again... Alchemy!

Postby MagicManICT » Fri Sep 07, 2018 6:34 am

As much as I want to see some form of alchemy in Haven, there have been a list of posts on the subject already. Alchemy, and not an exhaustive search. I think if the devs are going to add it at some point, it's going to be their own system.

I'll note that their system for Salem was based around some of the old alchemy lore.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: And again... Alchemy!

Postby lol123456 » Fri Sep 07, 2018 11:15 am

I mostly offer help in assistance up in database of ingredients and mixes.
and putting interesting mechanics I liked
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