Liquidrift questions

by Ssaliss

Back to Common Grounds.

Xenthos2011-11-14 02:09:39
Why not let the expansion rune uncap the rift in terms of number of liquids?

That's a good use for the price.
Unknown2011-11-14 02:18:23
Agree with Xenthos. That would make me want to buy it.
Unknown2011-11-14 02:22:56
wouldn't even need to uncap. Just push it up to 75. I've bought the thing, but there's still a few things I'm not going to fit in it.

This is due to poisons really, people without a need for them do fine with 25, and have more than enough with 50. But if you're keeping poisons? Forget it, you need the artifact, and even then you still have odds and ends sticking out.

Since poisons are utterly critical to several skillsets? It would be nice if either the artifact boosted to 75, or poisons just didn't count against the limit.
Saran2011-11-14 02:25:06
Xenthos:

Again, do you need all those types stored so that you can 'get back in the game'?


To me, yes. primarily because I expect that if I disappear for any period of time I will turn up and there will be something specific I need that I will be lacking.

Estarra:

This was mostly my design and, after talking with envoys, I determined that 25 liquids would be what would generally be needed by most players. If they want the luxury of more sips and more liquid slots, that seemed a perfect fit for the artifact.

In any event, I think it is absurd to suggest that our greedy motives is putting the game at risk because we aren't giving everyone unlimited liquid rifts. It was never the intention to get rid of all vials everywhere; rather, the rift is a mechanism to help reduce the vial count to help address some database bloat. What we have done accomplished what was needed and the limitations offer some thought and strategy over managing the liquid rift (this is still a game after all). I actually think we should have a limit on the rift for commodities and was seriously thinking of adding a limit but that boat has sailed and so I'll defer to what we have.


This just doesn't make sense to me.

Things like, the maximum limit being lower than the number of liquids in game.
The bandolier + rune combo kinda being pointless for anyone who didn't already have it (If you have a bandolier you want 8 runes and that's just over max links, if you don't you don't want a bandolier because it's 80 credits to get the number of links that 100 dingbats would get you.

The bandolier right now seems entirely unimpresive.
Unknown2011-11-14 02:31:48
heck, even pushing it up to 65 with the artifact would probably do it. But 75 is a more comfortable number for my money. I mean, I have 25 poisons in the rift right now. That's eaten the entire benefit of the artifact.
Unknown2011-11-14 02:35:17
Good lord. What do you use 25 different poisons for? I find 25 enough to cover all of the things I use a lot of. Then again, I'm a bard, so I use a very limited number of poisons with BeastSpit.
Saran2011-11-14 03:57:08
foolofsound:

Good lord. What do you use 25 different poisons for? I find 25 enough to cover all of the things I use a lot of. Then again, I'm a bard, so I use a very limited number of poisons with BeastSpit.


Poisonists, Ecologists, Warriors and Monks are the ones that come to mind immediately just as potential poison users. A lorecrafter could use their basic liquid rift with little to no problem to store wares for sale if they wanted to. Sure you'll sip of out it as well, but if you've made 40 vials worth of vitae, you can sell them off too.
Unknown2011-11-14 04:04:26
I support the idea of a cheap artie that expands the number of things you can shove into the liquidrift.

I like how no matter what change the admin make, someone always complains and thinks of it as a Bad Thing â„¢, or perhaps even the Worst Change Ever.

Can't please 'em all.
Unknown2011-11-14 04:07:23
Most warriors/monks only use about 3-5 poisons with any regularity. It's really, really not a big deal.
Unknown2011-11-14 04:10:26
Honestly, expanding the rift with the proposed artie that only expands the number of things it can hold will solve pretty much all the problems.

Though, I'm not entirely opposed to making allowing that for free.
Ixion2011-11-14 04:17:17
tidbits I've found out:

Runing a regular vial makes it "glowing," but runing a sorcleglass design does not change it's short desc.

Also, Pliers do -not- work on vial runes.

!
Unknown2011-11-14 05:01:11
Ixion:

Also, Pliers do -not- work on vial runes.

!


Sounds like I bug (I hope!)
Ixion2011-11-14 05:19:12
It's not a rune like other runes work with an ID number.

I hope this gets changed, as well.
Rivius2011-11-14 05:25:38
I personally like the changes and am not making any fuss about keeping all my poisons in the rift. Could just keep them in regular vials and rift the most frequently used/most expensive (senso :(). This is actually a pretty amazing, time-saving change that makes vial management sooooo much easier, But I agree that we could probably get an extra expansion for lunatics like Iasmos. I personally use pretty much all the poisons save for about 5-6 depending on the circumstance and currently have vials filled with about 48 liquids, so the artifact would cover me pretty okay. But I'm missing some stuff that I'm sure the other guys would want. Also, if you can't imagine why a warrior would need that many poisons, you're not being imaginative enough :P
Sylphas2011-11-14 05:28:41
As someone who takes long breaks from the game, this is amazing. Definitely makes me more likely to come back each time when I don't have to make a ton of vials, especially if I'm not an alchemist when I do it.
Raeri2011-11-14 06:32:58
Can you do teaceremonies direct from the rift?
Kagato2011-11-14 06:35:25
I don't know if this is a bug or not, but when attempting to fill my rift from a vial that had no alterations whatsoever (a standard ruby vial that was full - 50 sips), the rift only filled with 25 sips and the rest disappeared.

I did a further test using just 10 sips, only 5 went into the rift.

Is this intentional or a bug?
Raeri2011-11-14 07:00:47
Kagato:

I don't know if this is a bug or not, but when attempting to fill my rift from a vial that had no alterations whatsoever (a standard ruby vial that was full - 50 sips), the rift only filled with 25 sips and the rest disappeared.

I did a further test using just 10 sips, only 5 went into the rift.

Is this intentional or a bug?


Sounds like you refilled from a shop that was selling 'cheap' refills from an artifact keg.
Ssaliss2011-11-14 11:32:13
Wait, what? The liquid rift halves what you add to it from runed kegs? When was this announced, because it didn't use to.

EDIT: No, runed kegs still don't halve what you put in the liquid rift, nor do they drain more from the keg.
Raeri2011-11-14 12:41:05
Runed kegs will only give extra sips to the first vial it goes into. If you pour subsequently into anything but the runed keg again, it'll turn back to its original amount. There was a thread about this somewhere when it originally got changed, with lots of alchemists complaining it nerfed what they considered their trade artie.

The problem can probably be bypassed by filling the rift directly from the artie keg. Trouble should only happen if you try to introduce a middleman.