Alchemy (Very Complex Idea)
This is a multi part post which will take multiple iterations to complete.
This comment is the basis for my work and will be updated.
The goal is very simple, but execution would take effort on jeffs part, as well as some input from players on bonuses, and use cases.
New Item: 'Herb Pouch' - Allows players to hold up to 25 herbs at a time. Can be upgraded to to hold 50 later on.
New Quest Line: 'The grand alchemist" - Players are sent on a long, possibly pay locked quest which provides bonuses similar to sleeved cards, but through a new 'player trained' crafting system called Alchemy.
Alchemy allows players to find herbs, and process them to become usable potions in battle, or in other areas of play (increase drop rate, nuking etc)
New Trade Skill: Alchemy
As alchemy level is increased, harder potions / are unlocked, as well fewer resources could be used by players to create potions.
New Trade Skill: Milling
Milling is used to process herbs, as well as be a filler for increasing trade skill ranks due to limited number of potions available. Different herbs will have different skill level requirements to be processed, and can be destroyed with no outcome when being processed. Increased milling levels will increase the amount harvested from each flower potentially.
Also Increases 'Glass Working' for Vials.
New Player Skill: Herbalism 0-125 Increases players chance to find herbs by x% (dependant on glitchless's decision)
Using the 'Kingdom Bonus' field, I want to specify locations on surface, which can spawn 'plants', These plants can be harvested similar to the way gems are found, but players must explore the regions hourly to have a chance to find flowers.
The location does NOT NEED TO BE OWNED by the person walking it for them to find a flower. Flowers can spawn in 'regions' a map will be provided later.
Ideas for 'potion's and 'recipes' would be generated via Glitchless / player feedback / balance fixes.
Explanation of trades skills and increasing them.
Crafting potions would be similar to how crafting currently works, give one minor change. Herbs would need to be processed first in order to be utilized in recipes. This opens a HUGE window of opportunities for Glitchless to balance alchemy with fine tuning knobs instead of having to overhaul the whole system to make minor changes as well.
Players starting out, would initially skill their Alchemy, and Milling by processing herbs they have found. There could be only 1 - 3 available flowers for players to utilize at a skill level of 0. When processing, players have a chance to lose the herb and gain no progress towards skill up. Similar to how losing a Palace Essence works with Demonics. Successful processing, results in a new item which can be in multiple quantities. (1 Fire Thistle, can result in 1 - 4 Vials of Fire Thistle Dust to a master alchemist / miller while a low level would only ever get 0 - 1)
Once players have reached levels around 100, 150 they can begin to make potions which have varying affects. Most low level potions will be centered around neutral monster assistance, player progression, or increased bonuses which wouldn't result in much power gain. Higher end potions, when crafted could potentially have affects like increased war power, Could be used as a tect or stone, or something new but only available to alchemist.
This opens up a huge window of player potential. As well provides players something to do in the down time. The increased activity may generate more beast spawns as well.
*THIS THEAD IS A WORK IN PROGRESS*
Last edited by Anubis; 04-07-2018 at 08:34 AM..
Reason: Adding in skill breakdowns
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