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Free Alchemization

2 replies [Last post]
Wed, 06/22/2011 - 16:51
MaraKurohi
Legacy Username

Ok, we all know for the most part that it started in the kitchen, yes? Now, there goes the part of finding which materials work, then writing down that recipe, then passing down that knowledge per generation. So my suggestion is:

Free Alchemy

Have the possibilities of alchemy worked out beforehand (with a max number of say 7 of an item that goes into the alchemizer), have us (the players) explore the several possibilities of:
[example] using 1 beast carapace + 2 red shards OR 2 beast carapace + 1 red shard
to create another substance or an upgraded substance. This enables more unique variants and more random generation for the players; it entices an exploration sensation. Then say XX Dark Shards + XX Scrap Metal + XX Phial of Phear + Carver = A Carver upgrade with Shadow/piercing dmg and/or shadow resist. And, given that we tested it several times with the same amount of Shard, Metal, etc, and kept getting said result, perhaps an addition of Fine Fabric + Spark of Life to the X amount of Shard & etc, will produce a new Recipe (as opposed to only producing the upgraded Carver without the Fabric and Spark). This will generate more possibilities for customization (keeping each player feel more personable with their characters) and provide more profit.

However, the amount of energy to alchemy should be lowered provided expectancy rates of players to consistently use alchemy grows. Regardless, even as the amount is lowered (to even a 10-35 for a basic level 1-2 item), profit still grows in comparison to the rates of people that use it very frequently.

Wed, 06/22/2011 - 17:14
#1
Effrul's picture
Effrul
This sounds like a tremendous

This sounds like a tremendous ballache, to be honest; the current system is expensive, but thoroughly reliable, and encourages play by the very fact of its expense.

Wed, 06/22/2011 - 19:00
#2
Lithanium's picture
Lithanium
eh...

its one of the better ideas, but effrul is right.

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