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MikeH

potion failures!!!!!!!!!!!!!!

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when you fail to make a potion you should loooose the items that were used to make the potion, so that it'll actually be hard to make pots ><

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if a fighter fails to kill something it usually means they died, and have a chance to lose stuff. How bout if you fail in potions, have a 50% chance to lose each item you used to try to manufacture the potion

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If Entropy was to do that then the Risk of Production would outweigh any possible Gains a player may see in Producing any such item, thus causing the player to forego even wasting their time and thus making Potion making a lonely, forgotten art.

 

Already, with having all Components widely placed apart from one another coupled with a constant Fail rate and an extreme Experience Curve, the effort placed into making potions is just fine to make the Art of Making Potions hard enough without making it pointless and/or Risky. If anything, it should be made Easier to make potions, not harder! Then maybe it could be reworked.

 

To do as you suggest would mean Entropy would need to change all of the above. Components would need to be more easily accessible and the Experience Curve would need to be sharply reduced, all just to balance the Worth of the attempt! Otherwise it's just not worth it.

 

 

Besides, most of this stuff is would be easy enough to do (in real life) as so there would be no risk in losing components. Actually, I don't like the Constant Fail rate as it is. It isn't that hard to do mix a few items, providing you're skill enough to do it.

 

 

If anything should be changed, I'm partial to this idea: You must Learn how to make each Potion before you can start producing it. I mean the Game will not let you produce a certain Potion until you have learned it in the game (and not just read it off the Website). Then, the Fail rate would be based on your current level of Potion Making, with basic Potions having No Failures at all once you surpass it's level by several. And Each Potion must be learnt separate from one another, meaning you can learn each “recipes†only at or above a certain, corresponding Level to that potion and it’s even possible to even progress through the game without even learning the Recipes for half of the potions.

 

As it is now, you can only produce a potion at a certain level but if you were to include recipes, once you reach that level, you must find someone to teach it to you or you must obtain the Recipe from someplace. You could even make each one a mini-quest or you can make the Recipes Literally on paper that you can find and learn from.

 

Also, you can even expand this to Spell casting and Manufacturing too. You must first learn how to do each thing during the game before you can do them and your success rate depends on your current Experience Level.

 

Here’s something cruel you can do to High Level Players. Implement this, causing an abrupt halt to all of their Production and Leveling until they go and need to relearn how to do everything according to the Game’s Limits. No real reason to do this rather then just to be cruel but it’s no less then the Suggestion a few posts up!

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