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Craftable Vials!

10 replies [Last post]
Thu, 08/18/2011 - 07:39
Prizmat
Legacy Username

Put special Alchemy machines in Moorcroft and Emberlight that would allow players to craft Vials with materials and small amounts of energy (2-5). It wouldn't unbalance the game much because players are already able to bring them from upper levels.

For example:
Poison Vial ( 3 Green Shards, 2 Gel drops, 1 Waste Module, 3 Energy),
Curse Vial ( 3 Dark Shards, 2 Ecto Drops, 1 Grave Soil, 3 Energy)
Etc.

Post what you think about this idea!

Thu, 08/18/2011 - 09:15
#1
Black75
Legacy Username
Well, vials are the

Well, vials are the definition of "consumable". I'm not sure if anybody would be willing to sink energy into this.

I don't think we need yet another energy sink, but a material sink would be highly appreciated. So make them craftable, include the recipes in the machines (not unlike the one for the krogmo trinkets) and have them use the materials that are usually vendored because no one needs them.

Come to think of it, the T2/T3 vials could use up quite some amount of materials.

Thu, 08/18/2011 - 13:50
#2
Prizmat
Legacy Username
I mean them more as material

I mean them more as material sink, but I doubt OOO will let players craft anything without using energy. And those 2-3 can easily be taken from mist energy that is not as useful anyway.

Thu, 08/18/2011 - 15:13
#3
Bigfootm's picture
Bigfootm
This wouldn't work. I hop

This wouldn't work.

I hop into a party D27 FSC elevator. I crafted 3 max pills, 3 remedies, 3 max shock and 3 stun(?) vials. Sorry. -1

Thu, 08/18/2011 - 15:23
#4
Akarinmimiz
Not The Suggestion

The suggestion isn't to let you craft the vials just anywhere BigFootM but rather in the sub towns (meaning you wouldn't be able to skip to FSC and instantly fill your item slots). From what I figure this is designed to be an alternative to buying the vials with crowns like we can already do; instead letting us use up materials instead.

Which sounds like it would be nice, especially if part of the material combinations use up some materials I seem to attract like mad. :\

Thu, 08/18/2011 - 15:26
#5
Bigfootm's picture
Bigfootm
Even still. I could go to

Even still. I could go to Moorcraft and craft the five star pills and give em to a newb. I'm saying, this won't work wherever you craft it. In t1 (d0) I could max craft everything, give em to a guy in proto gear, he could go through without dying if he/she did before.

Thu, 08/18/2011 - 15:51
#6
Ghret's picture
Ghret
Can't you buy most, not all,

Can't you buy most, not all, of these things from merchants in the sub-towns?

Thu, 08/18/2011 - 16:02
#7
Bigfootm's picture
Bigfootm
Eternity IS right. Just

Eternity IS right. Just letting you know.

Thu, 08/18/2011 - 18:00
#8
AlexJS
Legacy Username
It's an alternative to buying

It's an alternative to buying them, a material sink. I wouldn't be terribly opposed to it.

Fri, 08/19/2011 - 02:11
#9
Geregias's picture
Geregias
so long as

so long as there are restrictions imposed on the vial crafting machines at each level, ie you can only craft vials from that tier, small health capsules T1, large at T2 and super atT3 then yeah why not
other than for health capsules and poison/curse for jk i see no real use for these but it would get rid of the materials which have almost no use

Fri, 08/19/2011 - 12:46
#10
hyperanthony
Legacy Username
It sounds like this has been refined a bit

Some sort of specialized alchemy machines in sub-towns that require materials would be fine with me... and the energy requirement probably isn't even necessary since you can buy them off of Estavio (wiki) for a small amount of crowns. There was a suggestion that the type of craftable vial be restricted by tier, and I think that is also helpful and a good balancing factor to prevent OP'd parties. With the sub-town restriction in place the energy requirement would be more prohibitive than anything, as it may restrict how far players can continue. It would be better to assume that the cost of the matter would be resolved by the time and/or crowns it took to acquire the materials.

I think this suggestion is great, because I find myself with a lot of common mats that I won't use in crafting and aren't worth selling on the AH. The AH actually presents an issue precisely there are certain mats that you can barely get a crown out of (brimstone, anyone?). We do need some sort of material sink to make these mats more worthwhile, and this solution is ideal because it deals with an existing game mechanic and can offer immediate rewards for players who have had a good haul in the previous tier.

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