I propose a new npc named “The Brewer” or smthn who can take the mob drops we collect and give, and make them into a potion.
For example: giving dragon/wolf skins will be used to produce an “armour enhancing” potion that will increase your defense by x amt for y amt of time.
Currently, the mob drops have no use besides selling them for a meagre amt of gold, so why not put them to better use
yes to making potions through mob parts, should just use the alchemist npc though
I was thinking like Aetheros said that the alchemist should do it then I was thinking in the later stage of the game their should be a blacksmith who for specific amount of mob material with a recipe creates an armor that has like a specific attribute a player wants to increase and the recipe could either be just a rare mob drop or a quest reward (like the gathering quest) different material give different boosts like dragonscales giving more defense and protection against fire based attacks or the blacksmith can send on a quest to gather ores around the map and the quest should be long because I want the blacksmith to create a custom armor for the player (like he could ask the dev to make it through a reference via AI) and as I don’t want lady Cathy to be swamped so this should be late game armor
yes but also no. I think monster parts to increase the base stats of armor makes a lot of sense, and also monster parts to increase the chance of the enchant you want, but with the alchemist. I also think the Alchemist in town should be able to enchant gear and the alchemists we use in houses are a convenience to be able to enchant at your base instead of going all the way back. Both alchemists should also provde therion. I wouldnt mind if we skipped the buying step, especially and at least until we get the option to bulk buy and just cost 10 gp per enchant. alternatively, you have to buy in town and transport to your alchemist who can store it, which once items drop creates a risk factor for the amount youre transporting. gotta weigh carrying a lot vs the possibility of gettin got.
Ok i agree with that but do you like the other idea for late game custom armor
I think its a good idea. would be nice to give crafters things to do and gold sinks. Id want unique armor/weapon mob drops, uniques from dungeons and unique craftibles. and want them actually balanced. most games make end game raiding the best gear so its pretty much pointless to even bother making anything and it drives me insane.
yea thats why I want it to be late game and not end game you know like you have a party defeating the abyss King at the end and all of you weapons’ are unique and now you can be remembered by your wepon i like that kind of ending in a game if they add a storyline that is
maybe i should name my staff
still waiting on my golden statue.
I think the others put it well enough, using mob drops for either armour or for specific enchants might be better as David isn’t really planning on adding potions to the game
im on the fence with that. yes itl make healers more useful, especially after healing gets worked on, but also player have to rely on healers. if you dont have one youre kinda stuck just sitting around till you heal. slows the pacing of things like dungeons down a lot. Plus healers cant give you mana or stamina
i think trying to improve solo play might be difficult, we will see what david wants to do, but i will also think on this more
its not just solo play, its just hard to get people to play healers. more so in its current state.\
my suggestion right now is to half the cd of heal and increase heals done by 2 per level. That will have you healing 30 hp every 30 seconds. The sounds way more reasonable, especially if you have to be on top of healing a whole squad.
We already have the system in place for crafting, it just needs some thought of how to create balanced crafted items. We were thinking to wait until the current itemization system is more mature before adding crafted and unique items.
Regarding healing/potions, for sure the slow natural recovery is a detriment to solo play, however, it adds a very interesting tactical option to PvP. Without potions, health/stamina/mana usage becomes more thoughtful.