Reflections on the economy and game balance

by Unknown

Back to Common Grounds.

Unknown2005-06-30 20:32:30
QUOTE(Cwin @ Jun 30 2005, 05:41 PM)
If the problem is the cost of making the vial, why not just make gems easier to obtain.  Then the price will drop, making it more viable to sell in shops.
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They already are being sold at a price lower than anyone without 500cr worth artifact could afford selling for.
Shiri2005-07-01 00:11:40
QUOTE(Kashim @ Jun 30 2005, 09:32 PM)
They already are being sold at a price lower than anyone without 500cr worth artifact could afford selling for.
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dry.gif Vials are still quite expensive. We've asked before that they become cheaper (1-3 gems per vial, maybe) but to no avail.
Unknown2005-07-01 00:35:22
But their decay time is long... more than 150 months.

I reckon the problem is that alchemists don't want to spend so much time refilling, but it's just the same situation with enchantments, it even takes more time.
Suhnaye2005-07-01 00:47:29
Gem/Vial prices are a bit of a pain, I've been making vials for about 250 each... Which I don't mind doing for myself, cuz I love having brand new vials every 150 months so I don't have to worry about a vital potion decaying when I need it... However, most people don't like to pay over about 100 gold a vial... But thats fine with me, makes life easier for me...

The shop refiller is kind of a bad idea, cuz it would end up taking a lot of business from the alchemists that can't afford a shop/npc...

Rowena needs to stop refilling...

And the problem with Underground refilling or black market potions, is if the refiller doing it for enemies gets caught, they get enemied to the communes, and lose access to the Alembic... I think there could be an alchemists lab in the middle of nowhere somewhere, like in the skarch or somethin, that has an old alchemist and stuff and an alembic that he lets ya use for a month or somethin if you give him a bit of gold... That would allow the rogue Alchemist to refill for any and all without worryin about bein enemied and losing all business, and also allow a black market to acctually form...
Cwin2005-07-01 01:42:50
While it's not a bad idea, it doesn't seem like an idea the admin would go for: essentualy anything 'rogue' is not encouraged.

I repeat my idea though: don't make alchemy easier for the cities to have or enchantment easier for the communes to get. Instead, make it so that cities can survive with enchantment while communes do with alchemy (though in different ways perhaps)
Shiri2005-07-01 01:49:20
QUOTE(Cwin @ Jul 1 2005, 02:42 AM)
While it's not a bad idea, it doesn't seem like an idea the admin would go for: essentualy anything 'rogue' is not encouraged.

I repeat my idea though: don't make alchemy easier for the cities to have or enchantment easier for the communes to get. Instead, make it so that cities can survive with enchantment while communes do with alchemy (though in different ways perhaps)
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This opens up a whole slew of far worse problems. If there's some variety of enchantment that functions similarly to a health vial so that people can avoid having to use those then without taking unnecessarily obscure measures to make sure that no one person has both (at which point you may as well call enchantment alchemy+ for cities) people will become ridiculously tanky and damage in every form will have to be recalibrated. And that's just one example. Enchantments that function like cures would destroy the point of herb/purgative/salve balance, and so on and so forth.

FAR too much effort.
Sylphas2005-07-01 02:30:45
If Enchantment gets cures, I want alchemy to have a levitation potion, waterwalk potion, etc.