Ssaliss2012-01-25 23:24:39
So, it's been a while since the keg runes were changed a bit, and we've all let it settle in. To start with, I will say I agree that the old use of keg runes (i.e. being able to pour into other kegs) could very well be seen as a flawed use of the rune; it was likely never designed for the purpose of filling-and-pouring like that. Also, this is, of course, entirely from my point of view; if you have your own point of view (besides "revert back to the way it used to work"), I'd be glad for that input too.
That being said... Keg runes, right now, are (while not worthless) certainly not worth their cost, at least in my situation. Let me explain:
I have four shops. That translates into a lot of filling, especially when it comes to health and bromide. So for that purpose, I had two kegs made and runed them, so that I would not have to run around with empty kegs to refill those two all the time, but instead filled the kegs in my shops directly from those two instead. They never changed their contents either; to this date, the keg that started out filled with health still has health in it, same with bromides.
Then came the change. In order to carry on doing what I used to do, I had to rune my kegs in my shop (I had only one back then) as well. Simple enough, that was just two kegs. 150 credits in total, in order to actually make use of that first pair of runed kegs. With the second, third and fourth shop, I've had to put down another 450 credits, just in order to keep the use of those first 300 credits, meaning that in order to get an increase of 50% for my keg fills for health and bromides, I have spent a total of 900 credits (eight first-level keg-runes at a total cost of 600 credits and two second-level keg runes on my two kegs I carry with me). Compared to other trade artifacts, that is a lot of credits (the Magic Spatula, which doubles the amount of food made, costs 300 credits, and can be used in as many shops as you wish, and the Magic Poisoner's Gloves, which cost 400 credits, doubles all the poisons extracted, to use some examples).
Of course, it's easy to complain, and not always as simple to suggest solutions. So here are a few of my own suggestions that would, perhaps even partially, remedy this:
Hopefully this will make keg runes more attractive, even with the liquid rift. I'm unsure if it's just me, but I've not actually ran across a single keg rune when refilling post-liquidrift, so they certainly do not seem to be very popular at the moment.
That being said... Keg runes, right now, are (while not worthless) certainly not worth their cost, at least in my situation. Let me explain:
I have four shops. That translates into a lot of filling, especially when it comes to health and bromide. So for that purpose, I had two kegs made and runed them, so that I would not have to run around with empty kegs to refill those two all the time, but instead filled the kegs in my shops directly from those two instead. They never changed their contents either; to this date, the keg that started out filled with health still has health in it, same with bromides.
Then came the change. In order to carry on doing what I used to do, I had to rune my kegs in my shop (I had only one back then) as well. Simple enough, that was just two kegs. 150 credits in total, in order to actually make use of that first pair of runed kegs. With the second, third and fourth shop, I've had to put down another 450 credits, just in order to keep the use of those first 300 credits, meaning that in order to get an increase of 50% for my keg fills for health and bromides, I have spent a total of 900 credits (eight first-level keg-runes at a total cost of 600 credits and two second-level keg runes on my two kegs I carry with me). Compared to other trade artifacts, that is a lot of credits (the Magic Spatula, which doubles the amount of food made, costs 300 credits, and can be used in as many shops as you wish, and the Magic Poisoner's Gloves, which cost 400 credits, doubles all the poisons extracted, to use some examples).
Of course, it's easy to complain, and not always as simple to suggest solutions. So here are a few of my own suggestions that would, perhaps even partially, remedy this:
- Magic Alchemist's Gloves: Doubles whatever you amalgamate. You put in enough herbs to get ten fills out, it turns into twenty in the alembic. Pretty much a carbon copy of the Magic Poisoner's Gloves.
- Change the keg-runes to be able to "tune" to a certain fill every IC month or even year; if you fill the keg with that kind of liquid, then the contents increases. If you fill the keg with anything else, the content remains unchanged. Along with this, allow us to pour into unruned kegs at no loss.
- Add a "level 0" keg-rune, costing perhaps only 15-25 credits. This rune would not increase the capacity or the amount of fills a keg receives; it's only there to mark the keg as runed, so that we can pour into it.
Hopefully this will make keg runes more attractive, even with the liquid rift. I'm unsure if it's just me, but I've not actually ran across a single keg rune when refilling post-liquidrift, so they certainly do not seem to be very popular at the moment.
Ayisdra2012-01-26 01:23:07
Ssaliss:
- Magic Alchemist's Gloves: Doubles whatever you amalgamate. You put in enough herbs to get ten fills out, it turns into twenty in the alembic. Pretty much a carbon copy of the Magic Poisoner's Gloves.
- Change the keg-runes to be able to "tune" to a certain fill every IC month or even year; if you fill the keg with that kind of liquid, then the contents increases. If you fill the keg with anything else, the content remains unchanged. Along with this, allow us to pour into unruned kegs at no loss.
Hopefully this will make keg runes more attractive, even with the liquid rift. I'm unsure if it's just me, but I've not actually ran across a single keg rune when refilling post-liquidrift, so they certainly do not seem to be very popular at the moment.
The gloves also are the same ones enchanters use. so it would have to become a different artifact.(and the price of that would increase with the new function...) As for 'tuning' I don't know how I feel about this. I think I would rather have the keg runes increase all fills instead of just the one. I think it might just be more worth while to make a new rune that tunes instead of changing current kegrunes.
Enyalida2012-01-26 01:27:50
Gloves sounds like the best bet here. Just make it so that what comes out of the alembic is doubled.
Ssaliss2012-01-26 01:28:40
Ayisdra:
The gloves also are the same ones enchanters use. so it would have to become a different artifact.(and the price of that would increase with the new function...) As for 'tuning' I don't know how I feel about this. I think I would rather have the keg runes increase all fills instead of just the one. I think it might just be more worth while to make a new rune that tunes instead of changing current kegrunes.
The thought was to make it a new artifact, yes. Right now, there are three gloves (I think): Harvesting, Mastery (halves power usage) and Poisonist's. The proposed new gloves would be an entirely new thing, which would have the singular purpose of increasing the amount alchemists create.
Ssaliss2012-01-26 01:30:33
Oh, and the prime "problem" with gloves is that, if combined with keg runes, would allow you to create four times the normal amount. Thus, I don't think it's an option they're too keen on myself, even though it would be the "easiest" solution.
Enyalida2012-01-26 01:31:18
Oh, I meant do that in addition to removing the capability of keg runes to double, sorry! Give a chance for tradeins to the new arti/reduce the price of keg runes.
Sylphas2012-01-27 01:32:17
We used to have the ability to do that, and it was purposely removed. I doubt they'd do that and then add back in the exact same functionality on a new set of gloves, much as I would love them to. For some Alchemy just isn't allowed the same doubling function as the other trades. Gloves of Mastery are a pathetic trade item for Alchemists, and from a cost/benefit standpoint, keg runes are too. I suppose the argument then is whether Alchemists need a real trade artifact or not, and I can see a lot of people coming down on the side of "no," given the ability to profit from the skill without one.
Ssaliss2012-01-27 01:46:04
The same can be said about (almost) any trade skill though. I for one am proof that people can still make big profits without herbalist gloves, for instance; I harvested and sold to buy my pair. The same can be said for artisans to a great extent, as well as jewellers and smiths. Personally, the only instance I'm looking for people with trade artifacts is when it comes to an enchanter for cubes; in all other situations, I don't care. And yes, I agree that the gloves are unlikely to be made; that's why they were one of three ideas. The other two would basically just expand on the current system of keg runes, and basically making them easier to use for shopkeepers.
Unknown2012-01-27 01:47:15
Ssaliss:
smiths
I was always told that you need the artifact to be an effective smith...
Ssaliss2012-01-27 01:51:07
I've never been a smith myself, but I know I've employed smiths without hammers in the past. Do they make less gold than the ones with the trade artifact? Of course. Do they still profit? Yes.
Qistrel2012-01-27 06:51:08
I actually find powerplex jewels more useful for alchemy than the gloves.
Unknown2012-01-27 07:10:22
Ssaliss:
I've never been a smith myself, but I know I've employed smiths without hammers in the past. Do they make less gold than the ones with the trade artifact? Of course. Do they still profit? Yes.
If memory serves, forging is the one trade where the artifact actually improves the quality of gear that you can make, instead of raising quantity or decay length.
Unknown2012-01-27 07:31:32
Kialkarkea:
If memory serves, forging is the one trade where the artifact actually improves the quality of gear that you can make, instead of raising quantity or decay length.
I believe that is correct. It's why a smith without an arty will never sell items to anyone but novices.
Turnus2012-01-27 08:32:52
This is only true for shields as I recall. The reason was basically that since it halves the "forges" to make a shield, you tend to get both extremes of higher/lower stats more often. But really its not a big difference if you're persistent enough.
On plate/weapons, the mallet makes no difference on forging quality, but has a huge impact on price. Without a mallet it can take 100 steel for a weapon to get tempered how you wanted, with a mallet that would be just a powerstone.
On plate/weapons, the mallet makes no difference on forging quality, but has a huge impact on price. Without a mallet it can take 100 steel for a weapon to get tempered how you wanted, with a mallet that would be just a powerstone.
Sylphas2012-01-27 17:17:17
I actually find powerplex jewels more useful for alchemy than the gloves.
I love my powerplex jewel, and yeah, I never even approached the point where Gloves would have been better.
Ssaliss2012-03-05 17:58:27
You will no longer lose sips when transferring from a runed keg to an unruned keg.
Woo! Before I start changing things and getting more kegs and everything, will this be the extent of the change, or are there further things planned?
Iosai2012-03-05 18:12:07
I'm not aware of any other planned changes.