Potion Making

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Windemere
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Potion Making

Post by Windemere » 16 Oct 2013 19:25

This is one area that I think is sorely underused in Genesis.

There are numerous potions that exist in the realms that are created for specific guild-reasons or by specific guilds. The one thing I think would be fun is if there were the opportunity to craft potions of your own from various herbs and liquids to create random effects or even set effects.

This would be a lot of fun and would add some extra tactics to fighting and something else to do/sell on the auction house for those who have the time.

There are two ways this could be done.

1 - Random potions. You mix ingredients together, whatever they may be, with random results. You can determine what the potion does through tasting it or it can have a general effect that is based on the herbs you used (Athly = mana potion, whitehorn = healing potion) and the randomness would be in the power, duration, and effect (long term healing like skunkies or quick boost in health).

2 - Set recipes. Currently there are numerous set recipes for potions. Create more, give people an idea on how to start and let them experiment with potions to try and discover the variety of cool potions that exist. The can do numerous things and be along the lines of the imbuements. Make them like Herbs or that you can only have 1 effect at a time so that you aren't ending up with people doing crazy stuff.

Could even make an alchemy craft guild and let them have the ability to create potions but no one else. Again, something to add to the Gene economy and add something for people to do that isn't grinding!

Windemere

Draugor
Myth
Posts: 1786
Joined: 06 Mar 2012 00:14

Re: Potion Making

Post by Draugor » 16 Oct 2013 20:24

Windemere wrote:This is one area that I think is sorely underused in Genesis.

There are numerous potions that exist in the realms that are created for specific guild-reasons or by specific guilds. The one thing I think would be fun is if there were the opportunity to craft potions of your own from various herbs and liquids to create random effects or even set effects.

This would be a lot of fun and would add some extra tactics to fighting and something else to do/sell on the auction house for those who have the time.

There are two ways this could be done.

1 - Random potions. You mix ingredients together, whatever they may be, with random results. You can determine what the potion does through tasting it or it can have a general effect that is based on the herbs you used (Athly = mana potion, whitehorn = healing potion) and the randomness would be in the power, duration, and effect (long term healing like skunkies or quick boost in health).

2 - Set recipes. Currently there are numerous set recipes for potions. Create more, give people an idea on how to start and let them experiment with potions to try and discover the variety of cool potions that exist. The can do numerous things and be along the lines of the imbuements. Make them like Herbs or that you can only have 1 effect at a time so that you aren't ending up with people doing crazy stuff.

Could even make an alchemy craft guild and let them have the ability to create potions but no one else. Again, something to add to the Gene economy and add something for people to do that isn't grinding!

Windemere
Alch craft guild with like 50 different potions would be fucking awsome :o

Windemere
Expert
Posts: 286
Joined: 04 Mar 2010 05:37
Location: Winterpeg

Re: Potion Making

Post by Windemere » 16 Oct 2013 20:47

Ok,

New idea. Alchemy craft guild.

Research based. So you have to spend time researching to discover recipes, or potential recipes. As you test the recipes and discover the potions you get them added to your journal and then you can make them without issue. Some potion recipes will result in an explosion or something which makes it risky to do this by triggers as you could blow yourself up multiple times and then die.

Once you have a potion in your journal you can then continue to make it. As you make it, the power of the potion increases just as your weapons/armours get better the more you forge them. Potion power will have a threshold.

Potions can be taken at any point in time. However, each potion you take overrides the previous. This means you can only have one beneficial effect from a potion at a time. Potions will be able to be used with imbues though to add that extra boost should you need it.

Potions can be sold on the auction house in bundles (bundling of things is really a necessary thing for the AH for herbs and such) to add to the Gene economy. Potions will require herbs which will increase the desire for these. Make them be herbs or other items that are not normally sought after so that it creates a new market for herbalists and has people looking over the realms for the components to try out a potion recipe that could be awesome!

I think that there is something here. Maybe I'm not flushing it out properly, but it's worth a conversation! I think it would add a lot and would be rather fun.

Windemere

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Kas
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Re: Potion Making

Post by Kas » 16 Oct 2013 22:00

Giving Draugor a potion that is labeled wrong, which changes his gender (permanently) would be cool.
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Snowrose
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Re: Potion Making

Post by Snowrose » 17 Oct 2013 02:53

I totally agree and have suggested this in idea numerous times. even if the potions are just like eating an herb but more of a buff over time effect. it is sad that 70% of the potions in genesis require spells to be effective. and i think the possibility of making random potions should be added to ALL potion making guilds as well

As an academic i was a bit disappointed that the potion they have in training quests wasnt usable or makable by academics outside of the quest. give academics a tiny resistance or spell craft boost.

At the moment the craft guilds are maraniers (mainly only useful for end game and sailing is arguable as a craft ... fishing treasure hunting may have made more sence.

Smiths: the guild that started the craft guild idea, of course most of the time you can get better wepons as drops and it takes hours and hours of monotonous grinding to even get halfway decent skills. to the point way to many people seem to bot. but its the ONLY craft guild that actually makes a real "craft" product.

Gardeners: definitely a good entry level craft but other than skills which can be outranked by some racial guilds the one big feature works maybe 20% of the time.
be nice if there was a little greenhouse you could go to and work on a small garden, fertalize/tend friends guardens.

Other than possibly steping on other guilds toes because No other craft guild does that *cough*guardeners*cough* I think alchemy would be ideal as a craft.
  • the code for alchemy is already in genesis,
  • it makes a useful product that could be used or sold.
  • its not game unbalancing since the game already has potions
  • making potions is a multi step process that involves gathering
  • you can make use of thousands of herbs that have no use other then sale
  • potions are used by both good and evil guilds so wont alter the balance of power
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Eowul
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Re: Potion Making

Post by Eowul » 17 Oct 2013 08:10

Interesting idea ...
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Eowul
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Re: Potion Making

Post by Eowul » 18 Oct 2013 13:24

Draugor wrote:Alch craft guild with like 50 different potions would be fucking awsome :o
Well, how about this, if you can collectively come up with at least 40 different effect types (and not just having skill x up, but with some difference, we'll keep those 10 margin for stat x / skill x increases and unfeasible ideas), I'll build this craft guild? They don't all need to be usefull (gender changing?) or positive (we can also do stat decreases for instance), but it needs to at least be defendable that a potion could have the ability to cause the effect.
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Arcon

Re: Potion Making

Post by Arcon » 18 Oct 2013 14:08

eowul wrote:
Draugor wrote:Alch craft guild with like 50 different potions would be fucking awsome :o
Well, how about this, if you can collectively come up with at least 40 different effect types (and not just having skill x up, but with some difference, we'll keep those 10 margin for stat x / skill x increases and unfeasible ideas), I'll build this craft guild? They don't all need to be usefull (gender changing?) or positive (we can also do stat decreases for instance), but it needs to at least be defendable that a potion could have the ability to cause the effect.

You have several different poison possibilities. Health/mana/fatigue in different strenght depending on guild status and the amount of potions of that kind made. The same type of potions but faster regeneration. Defence/weakness to different types of elements and magic. Maybe even some antidotes to different kind of poisons. etc. All with different kind of strength depending of the quality of ingredients, guild status and how many of the potions of that kind that is made.

And all potions should have a short life spam. Stronger potions grow weaker with time and they can even turn bad and have the risk of going bad with negative effect.

Just some ideas.
But please finish the recodes before making new guilds. :)

Laurel

Re: Potion Making

Post by Laurel » 18 Oct 2013 14:36

Race change potion - effect random
Race change potion - effect selected race (means quite a few potions here already)
Gender change potion - Raspasmth dude
Size change potion - just like in the nifty bug quest
Hair growth potion - your hair grows so long you get entangled into it during quick movement and in combat
Hair loss potion - counter-potion to above
Sweat potion - you start to sweat, which improves your chances to avoid blows from unarmed enemies (their fists/feet slide) and orcs cannot grab hold of you ... at the same time if you encounter any sand (beach?) you get stained in it, resulting in just the opposite
Sweat potion 2 - you start to stink so badly everybody in the room with you starts to increase panic over time
Align change potion - har har har
Self-glow potion - 1-3 levels of light on skin
Indigestion potion - random indigestion effects that result in dmg (burp = acid breath on enemy, fart - poison gas on team, stomach problems = life dmg to self)

etc. etc.

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Eowul
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Re: Potion Making

Post by Eowul » 18 Oct 2013 15:30

arcon wrote:But please finish the recodes before making new guilds. :)
A recode of a combat oriented guild takes a lot more time as creating a crafting guild focused around brewing potions. Besides, sometimes I need to do something fun, and this sounds like fun ;)
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