Alchemy PvP items

Started by Gloinar, June 12, 2014, 04:08:25 AM

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Gloinar

Hello, there seems to be an extremely large amount of Alchemy created items that do damage, and have use per day on them. I am curious how other people feel about them. I personally think that they are not very entertaining, as I have never once seen them be roleplayed, only used to get an advantage in PvP.

Are there supposed to be so many of these items being handed out to various Players? Should they really be use/day, letting those PCs who have mass collected them easily do what other PCs cannot, spam magical spells without any backdraw?

I think that the server would be better off with a limit of 2 or 3 that a alchemist can make of certain strong items that are commonly used now-a-days.

HalflingPower

The only potent PVP alchemical things that I have seen weigh like, 15 pounds and are single use

And they aren't that great anyway.

Bearic

If I recall, most of those items are limited to the number one alchemist can make. At least the stronger ones.

Random_White_Guy

The truly potent alchemical items have some massive timers on them to reduce their proliferation. I've seen 21 weeks + of a timer on creating certain singular items. Others are limited to creation by the PC to few times.

There's a lot of IC methods to limit alchemical proliferation though.
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Vlaid

I can't think of a single strong "pvp alchemy item" that has uses/day. Not that can't be replicated by common drops from many regular quests anyway.

All the strong stuff is limited by weight, or charges/use(or single use), or both.
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Zango_Unchained

I'll not dance around it. The spamming of the ether domain of alchemy for pvp goods is rather ridiculous and I've seen many an alchemist do it. I would suggest that this branch of alchemy be looked into in particular. And if the dm team wishes I can give a full break down of the items in question in a pm.

xXCrystal_Rose

There are many areas of alchemy with powerful things that can be mass produced off an assembly line. It is up to the alchemist to be responsible and not exploit this. If it is then it is good to mention it to DMs so they might add a cooldown to its production rate or a limit to how many can be made. Some of these things can be very creative and even serve lots of purpose outside of combat mechanics, but they loose their value and very quickly become a rather undesirable (in my opinion) situation when ten of them are made each day without limit. So please, to the alchemists, be responsible and be reasonable about what you make and what you are injecting into the server. There was an example of this not long ago with a certain item that was easily made with many charges that did unblockable damage and stunning which was getting mass produced literally by the dozens. Just please don't do that, and if it is getting abused let a DM know so they can tweak the system so that the few bad apples don't spoil the whole crate.

Gippy

Please PM me all the items that people perceive to be overpowering in PvP or post them to "Exploitable Bug Reports."

Dangotgam

From what I've seen, the Alchemy use/day items can be used in PvP, but they are far from ideal due to how little damage they do.  Give me a tanglefoot bag any day.

thelotusflower

Quote from: ShadowCharlatan;392178- to make recipes randomised for each individual PC


There are far too many people who carry recipes over from other characters or atleast the most basic knowledge of how to acquire new recipes, on to their newer characters.  If they were randomly generated for each new character, that'd help out a lot.

Pentaxius

I like the idea of randomizing the alchemy recipes for each PC. Asheron's call I had a similar system, where the PC's name acted as a randomization key that would scramble the recipes.

Another idea, that would fit well with SC's suggestion, would be for crafters to choose an elemental affinity which affect quality of the alchemical shards. E.g, an affinity with fire will give you +50% quality on fire shard, but -50% on all others.

Both options combined would yield to a different dynamic to the alchemy system, specifically we have :

  • Incentivized collaborative alchemy (with the affinity system)
  • rendered the (often frowned-upon) sharing of exact alchemical recipes impossible.
  • rendered recipe meta-gaming impossible.

GoD1x

I don't see how randomization would change the basics. However it'd make the whole system very solo-like, seeing as you can't really use other alchemists and their research or teach an apprentice anything solid.

RuinedDesires

Just a thought, but why not make powerful recipes require more than 1 alchemist to complete? It would be nice to see small groups of alchemists risking life and death to make these stronger items and certainly give an incentive to take on apprentices.

Valhalla

Edit: ^^ To my knowledge, that already (kind of) exists in the system, where 'master' alchemists are encouraged to have less capable alchemists around to complete easier parts of the crafting process to spread cooldowns and such around. It's not a requirement (as far as I know) but it is very beneficial.

EFU's crafting systems are already incredibly complex and only appealing to a certain percentage of the playerbase because of that. Making the entry cost even steeper by randomizing recipes seems what it will best accomplish is to disincentive playing an alchemist. Metagaming recipies is bad, but learning under the tutelage of an established alchemist could be really fun and great rp.

Forcing random experimentation for every PC (not just those that choose to learn by themselves) with a system that can easily perm your character seems overly harsh. But maybe that's just me!

thelotusflower

Getting rid of portable kits would also be an interesting fix.  It'd mean that alchemists/herbalist would be encouraged to travel in groups due to the dangerous nature of the dark.  Perhaps sites could be made with certain boni and mali towards different kinds of herbalism and alchemical schools.