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Posted

I have great hopes and fears for the upcoming herbal medicine system. I am incredibly excited by the vision of collecting herbs, drying them, mixing them in various proportions with alcohol, keeping them in described glass vials in some alchemist's laboratory. At the same time, I imagine what a huge task the creators face to properly balance this system, so that it does not simply become a Minecraft potion system giving supernatural effects, and at the same time that weighing these potions is something useful. A healing potion is a rather boring motif, more interesting are the ideas here regarding a sleeping potion or a medicine for some tropical fever. Personally, I like the idea of temporarily soaking arrows in potions the most. For example, we shoot a bear from hiding with a poisoned arrow and then only follow it when it loses its strength. Arrows that put animals to sleep - a solution to the system of catching large animals such as moose. Surely everyone also thought about a potion that somehow affects our temporal stability, allowing us to explore unstable regions of the map. I hope that, as usual, the creators will not disappoint.

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Posted

I personally would love a night vision potion. Nothing drastic, but some nights it is just pitch dark and you're boned if your torch goes out. Oil lamps and lanterns do solve this somewhat, but the range is low and doesn't help much on a dark night besides illuminate what's right next to you.

I suppose this specific suggestion would go in a different topic section though.

  • Like 1
Posted (edited)

Poisons are probably the most obvious item that alchemy could produce. Aside from that, perhaps a small rework of the healing items we already have, so that you need to refine plant matter and mineral powders and things a bit more in order to get the better healing stuff. If temporary negative traits are ever introduced, perhaps certain concoctions would be needed to reduce the timers or even remove those effects entirely, similar to how Elder Scrolls games handle disease.

17 hours ago, koabal85 said:

I personally would love a night vision potion. Nothing drastic, but some nights it is just pitch dark and you're boned if your torch goes out. Oil lamps and lanterns do solve this somewhat, but the range is low and doesn't help much on a dark night besides illuminate what's right next to you.

The problem I see with a night vision potion is that it renders the night vision mask that we already have pointless, since a potion will likely be much cheaper and more easily obtained. I think it's better to keep potions more grounded as herbal remedies for negative effects and poisons for enemies. Jonas tech is a better option for filling the "magical effects" role.

Edit: Regarding a potion to restore temporal stability--we can already do that by sacrificing a temporal gear and a bit of health. Killing monsters will also restore some stability. Adding a potion to do the same seems like it would remove the risks involved with temporal stability if there's no downside to the potion, or be redundant if there is a downside since we already have methods of dealing with stability loss.

Edited by LadyWYT
  • Like 2
Posted

Not seeing the "fear" thing, @Kacper Tuszyński. What exactly are you afraid of?

Poisons/venoms? Hard pass. If implemented I would not use them unless creatures get vastly more powerful. As many have pointed out, foes are already plenty easy, I'm just not interested in further nerfing them.

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