Game Development: Alchemical Adventures

Announcements about major changes in Haven & Hearth.
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Schattengaenger
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Re: Game Development: Alchemical Adventures

Post by Schattengaenger »

kirion wrote:Maybe i'm retarded, but what does it take to discover the mortar and pestle? I've learned the Alchemy skill
I cannot be sure since I haven't gotten it myself but there is an important rule in chemistry:
The mortar and pestel must be more durable than the things you want to grind with them. So maybe look for another granite to pick at or anything with a high Mohs number
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Karede
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Re: Game Development: Alchemical Adventures

Post by Karede »

Have you discovered rough polish?
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kirion
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Re: Game Development: Alchemical Adventures

Post by kirion »

Schattengaenger wrote:
kirion wrote:Maybe i'm retarded, but what does it take to discover the mortar and pestle? I've learned the Alchemy skill
I cannot be sure since I haven't gotten it myself but there is an important rule in chemistry:
The mortar and pestel must be more durable than the things you want to grind with them. So maybe look for another granite to pick at or anything with a high Mohs number
Ah yep, granite would make sense. There's no granite near where i live though. I'll look in my mine.
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Amanda44
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Re: Game Development: Alchemical Adventures

Post by Amanda44 »

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Seems like fun ... :| ... so when are we going to be able to inflict these on others? :P
Or, can we already, I'm out of game now but has anyone tried adding them to a bucket or barrel of water?

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(Yay for jar usage btw! :D)
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SnuggleSnail
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Re: Game Development: Alchemical Adventures

Post by SnuggleSnail »

Having a bum burn cure from alchemy is probably bad for the game
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Schattengaenger
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Re: Game Development: Alchemical Adventures

Post by Schattengaenger »

Oh and by the way, that aint a burette as far as I can tell. It's a seperation funnel.
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Enjoyment_2
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Re: Game Development: Alchemical Adventures

Post by Enjoyment_2 »

AriZona wrote:Alchemy is cool.

But ideas to randomize effects/recipes is dull and eventually it will become another waste of time which make ppl loose interest in it. Alchemy is knowledge, and knowledge is not random.
sadly, noone will hear this, because army of alecks just shout their "seems cool" here and there
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azrid
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Re: Game Development: Alchemical Adventures

Post by azrid »

Enjoyment_2 wrote:
AriZona wrote:Alchemy is cool.

But ideas to randomize effects/recipes is dull and eventually it will become another waste of time which make ppl loose interest in it. Alchemy is knowledge, and knowledge is not random.
sadly, noone will hear this, because army of alecks just shout their "seems cool" here and there
You are asking for too much.
Making a curated alchemy experience is a huge time sink that 2 developers have no time for.
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Detharon
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Re: Game Development: Alchemical Adventures

Post by Detharon »

I like the concept of alchemy, but it seems very unbalanced at this point.

1. Stat boosting potions are okay early world but they become obsolete pretty fast. I can imagine that during the first week, having a potion that increases masonry can be useful when one finds ore of good quality, or strength boosting potion to mine that hard rock, or having additional exploration / perception can help finding herbs, but the effect wears off very fast so its usefulness is very limited. Later on they're all pretty much useless, because the bonus is flat. I suggest that they have both flat bonus and a percentage bonus, so that they're useful at any point of the world. And it definitely needs to last longer than just a few minutes.

2. Incurable bum burn was a limiting factor of pepper usage. Without having a good supply of ancient roots it was impossible to heal it. Now the big boys can eat more pepper and progress even faster than before. I think it's okay to have some way to heal the bum burn, but the effect now is way too strong. The wound is no longer scary. A simple potion heals 20-30 points now -- 10 times less would make more sense to me. This way there would be away to get rid of that wound, but it wouldn't be so easy if you overuse pepper. Or remove it altogether, if there's a combination that removes bum burn but doesn't cause any other wound.

3. There's a wound called wretched gore which is a nightmare to heal. Well, it was a nightmare to heal, because the best available treatment heals like 3-4 wretched gore points a day, so one had to rely on ancient roots to heal it faster. Now it's no longer an issue, since there's a potion that heals it. This change effectively decreases effects from being wounded even more. I think it also needs to be nerfed, just like the bum burn, unless the goal is to reduce the penalties from being hurt in combat.
AriZona
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Re: Game Development: Alchemical Adventures

Post by AriZona »

Detharon wrote:I like the concept of alchemy, but it seems very unbalanced at this point.

1. Stat boosting potions are okay early world but they become obsolete pretty fast. I can imagine that during the first week, having a potion that increases masonry can be useful when one finds ore of good quality, or strength boosting potion to mine that hard rock, or having additional exploration / perception can help finding herbs, but the effect wears off very fast so its usefulness is very limited. Later on they're all pretty much useless, because the bonus is flat. I suggest that they have both flat bonus and a percentage bonus, so that they're useful at any point of the world. And it definitely needs to last longer than just a few minutes.
This a good point. I would add few more:
  • But it would make the game much better if Alchemy would be more accessible and useful only in the 2nd phase of this game. It should rely mostly on difficult to find material that ever limited by EXP*PERC, or materials effectively retrieved only at deep mines (not just on random stone lying around)
  • Alchemy should work in conjugation with Hearth magic and LP making its items less of stock value and making more like reward. it might also reduce temptations for boting it.
  • Alchemy should balance or complement the game - not duplicate. That is why there should be less emphasis on wound treatment, but rather created something. For example, consider giving a random chance to boost item's q and/or adding temporarily aka a poison touch to a sword

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