Unknown2005-10-09 11:35:28
They'll become priceless and eventually take over the realms and be the new Elder gods!
Gregori2005-10-09 11:37:20
So because you can't get vials whenever you want, and you won't find a way to get as many vials as you can and store them somewhere, whenever you can. They should put in a denizen to make you feel better.
Right now Magnagora has a blooming relationship with an alembic using group. Contract their alchemists to be alembic slaves and build up a supply. Again, there are solutions to every problem. If you don't utilise those options then you have no room to complain.
Right now Magnagora has a blooming relationship with an alembic using group. Contract their alchemists to be alembic slaves and build up a supply. Again, there are solutions to every problem. If you don't utilise those options then you have no room to complain.
Gregori2005-10-09 11:41:11
Hell Magnagora could if it really wanted, buy a 1 room manse, throw a manse shop in it and use the stockroom as nothing but a potion repository.
Unknown2005-10-09 11:52:04
Are you asking for some kind of enchantment version of health/mana/bromides vials?
Thorgal2005-10-09 12:28:30
QUOTE(Gregori @ Oct 9 2005, 01:41 PM)
Hell Magnagora could if it really wanted, buy a 1 room manse, throw a manse shop in it and use the stockroom as nothing but a potion repository.
202088
I don't think you get the point, you shouldn't have to spend milions of gold to stock up on the most vital and basic commodity of the game. Without alchemy, you cannot bash or fight, influence or debate, without alchemy, you can do nothing.
So yes, everyone should be able to get alchemy at any time they want, how often they want and how much they want of it, period. Just like you and me need air to breathe and water to survive, our characters need easy access to alchemy or the game is ruined for those that haven't.
Are you denying this on purpose or are you just unable to imagine not having access? Without alchemy, you can do NOTHING. Alchemy should be the easiest requirable commodity of the game, because it is the most important to our enjoyment and gameplay.
The same obviously counts for enchantments, just not to such an extreme degree. And again, the problem isn't just bans, it's availability, maybe alchemy just has to be made more profitable, but I seriously doubt that will be enough. Achaea has up to 500 people on-line at a time, that's arseloads of refillers, and yet they still need seasone to provide refills.
Gregori2005-10-09 12:46:03
QUOTE(Thorgal @ Oct 9 2005, 06:28 AM)
I don't think you get the point, you shouldn't have to spend milions of gold to stock up on the most vital and basic commodity of the game. Without alchemy, you cannot bash or fight, influence or debate, without alchemy, you can do nothing.
So yes, everyone should be able to get alchemy at any time they want, how often they want and how much they want of it, period. Just like you and me need air to breathe and water to survive, our characters need easy access to alchemy or the game is ruined for those that haven't.
Are you denying this on purpose or are you just unable to imagine not having access? Without alchemy, you can do NOTHING. Alchemy should be the easiest requirable commodity of the game, because it is the most important to our enjoyment and gameplay.
The same obviously counts for enchantments, just not to such an extreme degree. And again, the problem isn't just bans, it's availability, maybe alchemy just has to be made more profitable, but I seriously doubt that will be enough. Achaea has up to 500 people on-line at a time, that's arseloads of refillers, and yet they still need seasone to provide refills.
So yes, everyone should be able to get alchemy at any time they want, how often they want and how much they want of it, period. Just like you and me need air to breathe and water to survive, our characters need easy access to alchemy or the game is ruined for those that haven't.
Are you denying this on purpose or are you just unable to imagine not having access? Without alchemy, you can do NOTHING. Alchemy should be the easiest requirable commodity of the game, because it is the most important to our enjoyment and gameplay.
The same obviously counts for enchantments, just not to such an extreme degree. And again, the problem isn't just bans, it's availability, maybe alchemy just has to be made more profitable, but I seriously doubt that will be enough. Achaea has up to 500 people on-line at a time, that's arseloads of refillers, and yet they still need seasone to provide refills.
202099
First of all for Influence and Debate. There is a neutral source for bromides.
Second of all most bashing requires health, mana, and mending. These are also provided by a neutral source.
That leaves your combat, which is the more specialised potions. Of which the same neutral source also sells fire, frost, and regeneration.
These may not be up to the same caliber of potions as an Alchemist but they are readily available, and your complaint isn't that potions have 10 sips or 50 sips, it is that you can't get them. You can in fact get most of what you need aside from those that are basically used for combat only.
Also I have alts that are enemied to the Serenwilde. I know how hard it is for a non forestal to get potions. This doesn't negate the fact that there are ways around this.
Ialie2005-10-09 12:51:32
QUOTE(Thorgal @ Oct 9 2005, 06:32 AM)
There aren't even enough active alchemists to supply the tiny playerbase we have now, what's it going to be when/if we grow larger? Let alone after adding bans.
202085
Duh ... work towards getting Ackleberry back out and you will have your nuetral refiller.
ALso solves the wood problem.
Go ACKLEBERRY! ALREADY SOLVING PROBLEMS BEFORE THEY EVEN COME OUT!
Gregori2005-10-09 12:54:32
If Ackleberry comes out neutral after going into seclusion to escape the taint to begin with I am going to be sad. Ackleberry should be the least neutral of all.
Unknown2005-10-09 13:45:42
QUOTE
I seriously find it funny that people complain about an Alembic ban like these things are 100% enforcable.
The whole thing too is, the whole concepts of War and Embargos and other such actions are that it's a 100% concept that everybody in a community supports, and that it will last for a long time. It's not.
While Lusternia has elements of high fantasy it also have elements of low fantasy (or more "realistic" fantasy). Economics and other elements come into play here. Players need to eat, sleep, and replenish supplies, repair clothes and armor and weapons, etc.
Wars don't always last that long. Look at WW2. The Allies defeated the Axis, and yet, all three countries continued to exist with new management. People shouldn't think of wars as lasting forever or always being "hot". Or trade embargos. They are thinking of the high fantasy elements and ignoring the low fantasy elements.
And maybe a trade embargo starts a black market. Which is also part of an economy. Somehow Cuba gets those Cuban cigars into the US for the right people. Gregori's suggestion of stockpiling items is a very good idea.
Thorgal2005-10-09 15:30:49
QUOTE(Gregori @ Oct 9 2005, 02:46 PM)
Bob sells all you really need!
202107
My god, do I have to pull out my list of afflictions that are uncurable without alchemists again? I swear we established that Bob's wares do not suffice for combat in any way, shape or form, a long time ago. Let's cut our discussion short and answer this with yes or no:
Do you deny that the communes' alchemic monopoly has a heavy impact on world politics or not?
edit: Phred, even if Serenwilders would start selling alchemy to tainted city enemies, it would still be too hard getting refills, since there just aren't enough alchemists at any given time, our number of alchemists is too miniscule to support our playerbase. Alchemy bans are merely an annoying add-on to the problem.
Not having easy access to refills, like in all the other IRE games, adds nothing to Lusternia but frustration, absolutely nothing. And if you think the current alchemy situation is good, it means nothing but schadenfreude.
Gregori2005-10-09 15:43:57
Let the above post be a superb example of Thorgal's knee jerk reactions and inability to read.
What part of my post where I said Bob doesn't sell the combat potions, other than fire, frost, and regeneration was hard to follow? I couldn't find any smaller words. Really I am sorry. Next time I will go grab one of my daughter's kindergarten books and see if I can simplify it even more for you.
What part of my post where I said Bob doesn't sell the combat potions, other than fire, frost, and regeneration was hard to follow? I couldn't find any smaller words. Really I am sorry. Next time I will go grab one of my daughter's kindergarten books and see if I can simplify it even more for you.
Thorgal2005-10-09 16:35:52
QUOTE(Gregori @ Oct 9 2005, 02:46 PM)
That leaves your combat, which is the more specialised potions. Of which the same neutral source also sells fire, frost, and regeneration.
These may not be up to the same caliber of potions as an Alchemist but they are readily available, and your complaint isn't that potions have 10 sips or 50 sips, it is that you can't get them.
These may not be up to the same caliber of potions as an Alchemist but they are readily available, and your complaint isn't that potions have 10 sips or 50 sips, it is that you can't get them.
202107
That's why I replied, I'll be looking forward to your break by the way. I won't miss your attitude of "You idiots should all be grateful that I delight your little forums with my presence." Why do you even bother posting if you think you're so much better? And it's not like this is the only case.
Daevos2005-10-09 16:46:32
Bob should sell all of the potions and increase his prices on them overall a bit. Which would increase the availability of alchemic items while still making actually going to alchemists the preferred path.
Unknown2005-10-09 16:46:39
I'll probably piss some people off with this but here goes . . .
I'd like to see four wandering tinker quests, two tinkers with pentagrams, and two tinkers with alembics. Each quest with multiple variables that alternate every time the quest can be done. If a tinker's quest is successfuly completed he'll ride his wagon into a city/commune and set up shop for a short period of time (1 game year). You'll have to give him special ingrediants and he'll charge ungodly high prices but he'll sell you his wares.
I'd like to see four wandering tinker quests, two tinkers with pentagrams, and two tinkers with alembics. Each quest with multiple variables that alternate every time the quest can be done. If a tinker's quest is successfuly completed he'll ride his wagon into a city/commune and set up shop for a short period of time (1 game year). You'll have to give him special ingrediants and he'll charge ungodly high prices but he'll sell you his wares.
Thorgal2005-10-09 17:24:15
That's a damn good idea.
Rakor2005-10-09 17:51:43
It really is.
Thorgal2005-10-09 18:16:38
It'd get rid of Bob too, so we don't get newbies going like "Wtf kind of stupid name is Bob for a fantasy realm?"