<br>
Hello, I talk only of alchemy. About other farming skills and<br>
such.. remember the onions.. let's start with alchemy and then see if<br>
we can go a step lower later (just want to keep the thing on topic...<br>
since it is spreading too fast in other directions and focus on alchemy<br>
is more important IMHO, just to be sure to have 1 thing done and not 10<br>
started)<br>
<br>
Here a summary of ideas about alchemy redesign, some mine some<br>
from your mail I just read:<br>
<br>
<br>
# Alchemy recipes should be like spell books, they have to be learned<br>
by the player.<br>
Pro: no more cheaters that know recipes without reading it on a real<br>
scroll (many do this, nearly all)<br>
Cons: No more experimenting and discovering alone of new formulas (not<br>
that many use this)<br>
<br>
# "alchemize" skill, if you know "philosophical oil" you can just do<br>
'alchemize philosophical oil standing on a cauldron and ingredients for<br>
ONE philosophical oil will be prepared. If you want to do<br>
mass production you have to do by hand.<br>
Script can do this I think.<br>
Pro: reduce the hassle and makes everything more appealing<br>
Cons: if it is possible to put a delay after EACH preparation there are<br>
not much cons, since people will use the old way for mass production.<br>
<br>
# Difficulty, each recipe have a single number/level that indicated<br>
both difficulty and level needed to have 50% of success of making it.<br>
Formula for chance of success (%):<br>
50 - (<recipe_level> - <skill_level>) + <cauldron_bonus>*5<br>
<br>
Max (%): 95 - <recipe_level>/10<br>
Examples:<br>
considering a +5 cauldron, a level 110 skill this should be limiting<br>
for recipe level < 100<br>
considering normal cauldron, a level 110 skill this should be limiting<br>
for recipe level < 72<br>
<br>
explosion (%) (ONLY if failed, no overlapping percentages, it's<br>
easier to code) :<br>
20 + (<recipe_level> - <skill_level>) - <cauldron_bonus>*2.5<br>
random effect (%) (Can happen too after an explosion, can be a useful<br>
thing but most often a piece of crap) :<br>
20 + (<recipe_level> - <skill_level>) + <cauldron_bonus>*7.5<br>
<br>
Magical cauldron tend to always output something, even if not useful,<br>
they produce more and are less likely to explode.<br>
<br>
You can learn recipes<br>
of ANY level (success is based on sum of alchemy<br>
+ literacy skill).<br>
Pro: It is simpler than having two numbers, one for<br>
level and one for difficulty.<br>
You never have 100% success.<br>
It is influenced by all variables<br>
Cons: Just simple, no quadratic formulas or anything that make it<br>
realistic/complex<br>
<br>
# 'alchemize should give a list with all recipes known by the player<br>
and base % of success (without the cauldron modifier).<br>
Pro: Player know what they are doing and if it too dangerous. i.e. if<br>
they fail they can explode.<br>
Cons: Disclosure of internal game numbers. I'm personally not against<br>
that, you can always show instead of %, easy (50-80%), medium<br>
(30-50%), hard (10-30%), very hard (0-10%).<br>
<br>
# shop with basic recipe dispenser altar, drop money, you get basic<br>
recipe, like waybread and basic things. Everyone should be able to<br>
learn trivial recipes without having to quest for it.<br>
<br>
# Old Granny cake quest, recipe for a healing cake, newbie recipe,<br>
everyone around level 15 should be able to do this quest.<br>
<br>
# Uncle Sam grog quest, recipe for a potion that restore a few mana<br>
(like 10-15), newbie recipe, everyone around level 20 should be able to<br>
do this quest.<br>
<br>
With that I think I have considered all aspects, just suggest and ask.<br>
<br>
Salutes<br>
Gabriele<br>
<br>
----------- <br>
<a href="http://linux-wildo.sf.net">http://linux-wildo.sf.net</a><br>
<a href="http://www.diniciacci.org">http://www.diniciacci.org</a><br>
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