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Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 9:26 am
by iphdrunk
ahlmea wrote:
I want the ability to equip cloakes as well. I think PR foragers would appreciate stealth cloaks that will remove their blue dot from the compass, as well as hides traces of foraging (Quantity, Quality). The stealth cloak can also decrease aggro range of creatures, so they have to be real close to spot you.
In FBT there were 2 disabled foraging skills. I don't remember exactly the name, but something like "secret/hidden source" and "team secret source" or similar. Maybe in a rite?
Ani
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 9:43 am
by morgan73
iphdrunk wrote:In FBT there were 2 disabled foraging skills. I don't remember exactly the name, but something like "secret/hidden source" and "team secret source" or similar. Maybe in a rite?
Ani
I remember those too, they were around until P1 -one was for hiding sources, and the other was for spying for them.. (but they did have an insane level req, possibly impossible) and then dissapeared from the PR forage tree. I was so looking forward to those too, especially with what they did to the PR.
Though, once you're a PR digger, with the excess of points, we'd all have the same stanza's, and it'd pretty much be the same as it is now.
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 10:19 am
by micrix
Ok, this morning when reading the thread there rang a bell in my head. There was something about consumables and sideeffects...
I wrote an email to a friend and he answered that such happenes in a paralell universe...
The view gets blurred and you become unable to walk like you want. In battles you miss your opponent quite often. It happened that a mage freezed himself to the ground with his own frostnova spell
I think we should not allow such substances on Atys
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 11:17 am
by b00ster1
Btw. And now is possible to dig without "floating numbers", without visible source, without "green dot" on compass.....if you are deep in a dirt ;)
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 11:22 am
by borg9
b00ster1 wrote:Btw. And now is possible to dig without "floating numbers", without visible source, without "green dot" on compass.....if you are deep in a dirt
So you have my interest ... now tell more
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 1:06 pm
by magick1
iphdrunk wrote:Indeed, but I was referring to the tedious and cumbersome process to consume one item. I often spend several seconds to use the ticket I want, I'm afraid it won't be much different with potions
I think it is so on purpose, at least I hope it is.
Potions are in your bag, among what ever other items you have, therefore it takes time to pick the right one.
If they put an action on the handbar or a hotkey, we would end up with a Diablo like game (to pick one), where you just punch selfheal constantly.
That would go against how SoR plays now, where you have to think ahead (or have some do it for you in teams
).
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 7:49 pm
by random44
magick1 wrote:If they put an action on the handbar or a hotkey, we would end up with a Diablo like game (to pick one), where you just punch selfheal constantly.
That would go against how SoR plays now, where you have to think ahead (or have some do it for you in teams
).
There ya go, magick1. Realism=difficulty, and I really would hate to see this game become generically easy like the rest. Not that adding a potion quickbar would kill all the difficulty, theres still the Kinchers to consider...
ahlmea wrote:Great ideas Xanavan
Wow, thats a first. Thank you
Also, I would like to add to my idea that maybe the barmen could make you a custom potion, if you grab some wacky ingredients for them. Something nobody uses, like a fragment of fine plonderos bone. This would add some quests that actually have a point, but aren't quite rites. It would also liven up the city bar scenes. I mean, Thesos bar is such a nice place, it's even visible on the map. It would be cool to see some people in there, maybe delivering ingredients or buying potions or having a drink to the successful hunt.
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 8:11 pm
by geezas
I'm not sure why, but I don't like the potion idea. It would spoil something for me and make it even more a button pressing game instead of as magick1 said a game where you have to think ahead. Adding a potion would just up the bar a bit on what a group/person can handle. A potion could get you out of a rough spot, but so could (another) teammate.
Re: "Potion Like Consumables"
Posted: Tue May 03, 2005 8:46 pm
by geezas
Thought of something else, if there are more way's to heal and be better the template of leveling would change, the devs would react on this by upping the power/hp or lower the xp to compensate. In the end it would just add potions to the system for no effective gain
Re: "Potion Like Consumables"
Posted: Wed May 04, 2005 4:10 pm
by uncus
mmatto wrote:I like the idea of negative side effects as it would reduce the effectiveness of potions. I don't like the future where you would have to have bag full of potions when you go hunting and you are most of hunt highly buffed with various potions.
I want booze potions that would decrease your skill lvls. You could hunt with lower lvl characters without ruining their xp using your favorite skills. You would not get xp with that way though. For convenience, strength etc should not be decreased so you could use your normal items but with reduces effectiviness (like melee weapon damage works now). Dodge/parry should drop too to make hunt more exciting.
This thread was about crazy ideas, right
EXCELLENT suggestion!