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Pann

Alchemy live stream Thursday - Official discussion thread

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You heard it here first, folks! Game Designer Val Kromas will be hosting a live stream on Thursday, April 11, 11 am CDT, about Alchemy. We'll be taking questions during the thirty-minute stream, but she'd like to know in advance what information you're hoping to get from the presentation and what questions you might have. 

 


Valerie "Pann" Massey, Director of Community
 

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Posted (edited)

Chances to see something like ?

more recipes like better bandages, speed potions, healing potions, weapon oil( restoring some durability or changing weapon dmg), dust to chaos embers
a respec stone / potion for vessels,
oil for weapons or armors ?,
coats for hiding like camoflage,
gun powder for canons ? or other component stuff for siege.
bone powder for faster respawn ;) minecraft ahoi :D
something with hungershards
equivalent exchange, upgrades ?



the problem alchemy feels like a subcrafting make it useful for utility, and put expermientation varity / decissions on it.

the problem is u put alot of the typical alchemy stuff in food or drinks ;(

 

Edited by DravoiX

rUQlYHs.png

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Posted (edited)

Currently there is no reason to train Alchemy. The ONE reason to do it before was because philosopher stones are made with it. But the material and training requirements made those not really worth the effort. With the changes to philosopher stones, this is even more so the case. With that being said:

1. Will we see more items on alchemy that make it worth training?

2. Do you plan to keep it so that alchemy items are nice to have, but not essential to gameplay? Currently in Elder Scrolls Online, potions are required for PvP and PvE, and balancing of content is with this in mind. I would hate to see alchemy items be requisite.

3. Currently philosopher stones are not worth the effort. The requirements of groups getting materials (motherlode farming), getting enough of the same quality materials together, and then having the alchemy skill to use them is just too much (because it's not as useful as training blacksmithing). With stat cap limitations this made it seem more like a put on an epic/legenadary quality vessel kind of process. Is it possible to see philosopher stones material costs change to be more enticing for lower quality use, or even see change in what philosopher stones add so it's not just simply a stat increase, which you're already getting a bunch of stats from the vessel parts themselves?

Edited by Navystylz

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Posted (edited)

Have you considered alchemy as a avenue to what the "classic" term for alchemy was, transmutation of materials from one to another? E.G. Iron to Silver.

Is this maybe where we could see conversion of dust and metals into gold coins?

 

Quote

From the link:

Common aims were chrysopoeia, the transmutation of "base metals" (e.g., lead) into "noble metals" (particularly gold)

Why not cook up a bunch of recipes that make things out of currently unrelated mixtures instead of making new things to drop/gather.

Alchemical recipes like mandrake + granite + iron + oak = Resolution potion with the same effect as resolution minor rune.You could make Alchemy the gateway to experimentation with the now drop gated runes, and may get away with just reusing a bunch of existing powers and materials.

Edited by KrakkenSmacken

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10 minutes ago, KrakkenSmacken said:

Have you considered alchemy as a avenue to what the "classic" term for alchemy was, transmutation of materials from one to another? E.G. Iron to Silver.

Is this maybe where we could see conversion of dust and metals into gold coins?

 

 

turn mats with a penalty could be interesting indeed.

 

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Posted (edited)

Here's a couple suggestions formatted as questions: 

What are your thoughts on alchemists being able to experiment on toxins much in the same way weapons are experimented upon? Then the damage from abilities like assassin diffusion could scale based on the toxin. 

What are your thoughts on the poisoner discipline allowing classes aside from assassin to equip toxins much like how some bow disciplines grant the user of a quiver?  

What are your thoughts on being able to experiment on the duration a potion lasts? 

What are your thoughts on being able to transmute QUALITY of materials? For example, 100 white iron turns into 10 green iron if you use a green alchemy reagent. 

Edited by blazzen

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Posted (edited)
25 minutes ago, KrakkenSmacken said:

Have you considered alchemy as a avenue to what the "classic" term for alchemy was, transmutation of materials from one to another? E.G. Iron to Silver.

Is this maybe where we could see conversion of dust and metals into gold coins?

At one time or another across millennia and cultures, alchemy has encompassed what is today herbalism, medicine, chemistry, & natural science; pretty much anything where something becomes, is extracted from, or alters something else.

When the Enlightenment brought us the scientific method, the chemical sciences were spun off. What was left to modern western alchemy was the charlatan's search for transmutation and the philosopher's stone.

Edited by VaMei

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@Pann - Can we get a confirmation on if there will or won't be a campaign starting this evening when the Trial of Kane ends, and if the wipe will be at the end of this campaign or the start of the new one?

Personal suggestion. If you're not decided yet I'd love to see the new campaign start Friday evening around siege time. A lot of us missed the initial rush at the start of this campaign due to jobs/school. Especially if there is going to be a vessel wipe this rush should be awesome and I'd hate to miss it.


"To hell with honor. Win."

A Beginner's Guide to Crowfall (5.8.5 Edition)

 

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Can she tell us any juicy secrets about the future of alchemy? Will we ever get a second line of pips for philosophers stones? Will there ever be like "high jump potions" that make you leap into the air?

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1 minute ago, Bzra said:

Can she tell us any juicy secrets about the future of alchemy? Will we ever get a second line of pips for philosophers stones? Will there ever be like "high jump potions" that make you leap into the air?

Will she be able to tell us when it will be good?


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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If alchemy is to flourish, it will need to have a presence in combat.  How do you plan to integrate alchemy into combat?

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I remember last time we had this conversation Val liked the concept of procs and transmuting material types at a loss.

I'm interested in seeing if that holds up.


PopeSigGIF.gif

Rub rock on face and say "Yes food is eaten now time for fight"

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  • At a glance, Cooking and Alchemy could cover a lot of the same ground in terms of gameplay (i.e. consume an item, get a buff).  How do you plan to differentiate the two?  You know what they say, "Alchemy was born in the kitchen."
  • How will Alchemy be integrated into the existing crafting professions?  Will there be the same level of interdependence, or more optional/additive based?
  • Will the Alchemy re-work come with any new gameplay features or tech, such as craftable dyes to customize gear?
  • Will Alchemy products be incorporated into the powers system, such as ground-targeted splash potions or passives to increase potion potency/duration?
  • Are there any plans for Alchemy items that alter existing vessels, such as an attribute reset or an in-place vessel quality upgrade on one you're already wearing?

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1. What role will experimentation play in alchemy in the future (stack size, duration, quality)?

2. Any other types of crafting interdependencies planned for alchemy besides necromancy? Cooking would be a fun cross-specialization!

3. DYES for armor? This was mentioned early on as a possibility - any chance this could go into Alchemy?

4. Additional combat usage for potions?  (GTAE explosions, heals, traps etc)


tiPrpwh.png

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9 hours ago, Hyriol said:
  • At a glance, Cooking and Alchemy could cover a lot of the same ground in terms of gameplay (i.e. consume an item, get a buff).  How do you plan to differentiate the two?  You know what they say, "Alchemy was born in the kitchen."

I think it'd be cool if alchemy had more short term buffs, while food was the domain of long term buffs.
This could be neat for things like simple combat buffs, or even buffs that can prep you for battle/crafting/gathering. I think we already have a short term crafting buff pot, so maybe it's not too far out of the question.


231e101d88.jpg

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Posted (edited)
7 hours ago, Groovin said:

I think it'd be cool if alchemy had more short term buffs, while food was the domain of long term buffs.
This could be neat for things like simple combat buffs, or even buffs that can prep you for battle/crafting/gathering. I think we already have a short term crafting buff pot, so maybe it's not too far out of the question.

If I was going to make a food/alchemy buff division, I would put all body stuff (HP, Healing, Base stat buffs etc) into food, and all magical stuff (Powers, SP, damage types, etc) into alchemy. Harvesting buffs are already in food, but maybe the more or less magical kind could also migrate away or even overlap with an alchemical version (dust finder, etc).

It would make "sense" from the perspective of what food does for people, and what magic does.  Very few veggies make you actually fly. :)

Edited by KrakkenSmacken

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