Lower or remove potion brewing exp cost

Started by SanTelmo, April 08, 2020, 11:27:37 AM

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SanTelmo

Often talked but never quite implemented. I think one of the reasons why it hasn't been was that it was not easy to do. Maybe now as EE has allowed many other changes to be done, this could be modified too.

My suggestion is that brewing experience costs are either lowered or removed, whatever you think to be best. The main reason behind this is that it is a bit strange that it makes more sense to brew potions when you're lower level and when your character advances in his career, suddenly brewing becomes an anathema because it is "more costly", relatively. That 60exp cost for 10 haste vials is a lot more to the level 8-10 PC than it is to some fresh off the ring 100 PC who was created 5 hours ago.

I personally wouldn't wish the exp cost completely be removed - it still sort of safeguards against single PC pumping immense amounts of potions all day long and a little edge given to new PCs over old legacy once is good. Indeed, high level PCs shouldn't probably be spending all their day selling potions but on the other hand, they shouldn't feel like all their week's exp is gone down the toilet for supplying their allies or popping at the market to trade a bit.

If the exp was removed, maybe some cooldown on potion brewing could be introduced (like you can only make thirty potions of the same type within 24 hour period/reset)

Current potion brewing costs (someone correct me if I am wrong with the current costs):

Level 1 spell costs 1 xp to brew per bottle

Level 2 spell costs 3 xp to brew per bottle

Level 3 spell costs 6 xp to brew per bottle

Three possible change suggestions:

A:

Brewing costs no experience. A cooldown on brewing the same type of potion  is introduced.

B:

All potions cost 1xp to brew regardless of spell tier.

C: (my own favorite)

Level 1 tier potions cost 1 exp (unchanged)

Level 2 tier potions cost 2 exp to brew

Level 3 tier potions cost 3 xo to brew

Let me know what you think. I am not overtly against our current system either so no harm done if this is thrown straight into the dumpster of less important matters.
"EFU is a romance server now" -Vlaid

"Some people just gotta be killed" -Gip

Poolson

While on the same subject but not exactly in the same strain; could we do away with potion brewing limitations with the cauldron?

Being able to make a pile of 10 directly out of the gate would make life easier for me

LoveLess

I propose instead that there is a crafting recovery system similar to death penalty. I remember one of the points that the DMs brought up about removing the penalty is that people could make an alt that just indefinitely crafted for people and didn't need to ever be on longer than necessary to make potions.

So making it a recovery system that at least requires the PC be logged on and active, could be a good middle ground? Whenever you lose experience from potions, wands, or scrolls, add that experience to a 'crafting recovery pool.' You regenerate up to 5 experience every so often, remove up to 5 from that pool, and repeat this until it is emptied.

MAGIC

I don't think the xp cost is an effective deterrent for a "potion alt". To brew lvl 3 potions you only need Wiz 5. It is trivial for a lvl 5 to earn back the xp spent by doing a single solo quest.

I agree with the original post - 10xp means a hell of a lot more to the level 9-10 crafter than it does to the level 5 crafter - and the high level brewed potions don't have any benefit (no higher caster levels or anything). This ends up making the higher level caster worse at creating potions and wands than a lower level caster.

I do like the idea of a renewable resource - a magic fatigue system that is used instead of xp. When you brew/scribe/craft wands it deducts points from from this resource. If the resource is < 0, you are unable to create more potions/wands/scrolls (or other - you could also potentially tie this into Alchemy if you want an additional moderating factor).

This resource would replenish like seam sickness, x points every tick (along with the checks for being afk) - so the character would need to be online and playing to replenish their crafting fatigue.