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Creek
08-12-2006, 06:34 PM
<DIV>I was thinking maybe alchemists could be able to make a potion that raises vitality. Have it use a rare of course AND have it only found in shrubs that most people seem to ignore. Maybe a rare berry or nut of some kind. Our only options now when we run out of vitality are to craft, harvest or play a different character.</DIV>

TalisX1
08-12-2006, 06:43 PM
If you play on the PVP server you can buy XP potions. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Greggthegrmreapr
08-12-2006, 06:58 PM
<BR> <BLOCKQUOTE> <HR> Creek54 wrote:<BR> <DIV>I was thinking maybe alchemists could be able to make a potion that raises vitality. Have it use a rare of course AND have it only found in shrubs that most people seem to ignore. Maybe a rare berry or nut of some kind. Our only options now when we run out of vitality are to craft, harvest or play a different character.</DIV><BR> <HR> </BLOCKQUOTE><BR>I think just adding a rare into the bushes would get more people to harvest them.  I don't now because they don't give anything i need, and they have way to many different items to gather. 

Solkarr
08-12-2006, 08:58 PM
there is another option when you run out of vitality ya know... play anyhow!  normal xp is still more than no xp, even though it is obviously less than double xp with vitality.  You will always level sooner if you keep playing after your vitality runs out than if you switch to other things.

Judist
08-12-2006, 10:42 PM
<P>Quest quest quest!</P> <P>Quests, collections and location discovery all dont (or hardly) charge vitality.</P>

Creek
08-13-2006, 12:02 AM
This is all well and good but it doesn't solve the problem of people ignoring the shrubs. And making alchemists more popular. And if vitality wasn't important then why have the vitality status on the screen? Personally I like to see some result from the killing, maiming and destruction. Ok, just killing. :smileymad:

EtoilePirate
08-13-2006, 12:15 AM
<div><blockquote><hr>Creek54 wrote:<div></div>This is all well and good but it doesn't solve the problem of people ignoring the shrubs. And making alchemists more popular. And if vitality wasn't important then why have the vitality status on the screen? Personally I like to see some result from the killing, maiming and destruction. Ok, just killing. :smileymad:<hr></blockquote>You could always<b> harvest them anyway</b> and then help out your local provisioner.  Mine's always running out of stuff.</div>

Kizee
08-13-2006, 03:02 AM
If they add another rare then the use of it should be given to provisioners since they have no "rare" type item they can make.

Maranatha
08-13-2006, 03:51 AM
There ya go.  A new rare that can be provisioner-crafted into a food or drink that stops the loss of vitality for a length of time.  Of course, these new foods/beverages would be level appropriate, with stats that would match the level's high end common food/drink.<div></div>

Creek
08-13-2006, 04:03 AM
This is sounding better already! :smileyhappy: Are you listening SOE?

Crono1321
08-13-2006, 12:23 PM
Too much to worry about regulating.  Food can be eaten/drank without having an "immunity".  If you had this, they would have to implement an extended immunity or diminished return from it. <div></div>

Guitar_Guru
08-13-2006, 04:56 PM
<DIV>Maybe this new rare could work out for the better :smileyvery-happy:  A couple of ideas. . .</DIV> <DIV> </DIV> <DIV>A rare in the bushes for provisioners, MAYBE alchemists. . .  Alchemists already have two rares, and can make several differant things from those rares. . .  But Provisioners. . .  It can be something along the lines of. . .</DIV> <DIV>Mild Spice for t2</DIV> <DIV>Peppery Spice for t3</DIV> <DIV>Sharp Spice for t4</DIV> <DIV>Zestful Spice for t5</DIV> <DIV>Savory Spice for t6</DIV> <DIV>Spirited Spice for t7</DIV> <DIV> </DIV> <DIV>Instead of GRANTING vitality, which I doubt SOE would want to do, maybe the spicy foods could DECREASE the rate at which vitality is consumed!  Maybe Vitality could be consumed 15% slower for t2, 20% for t3, etc up to 40% for t7.  This would make higher level foods still desirable, but also allowing for the lower level foods to be sold as well.  The only reason a t1 spice wouldnt be around is because nobody really needs vitality at that point, since leveling is so fast to begin with :smileytongue:  With the %ages going up in such small increments, game balance is maintained (since vitality doesnt last as many levels as you progress into the 40's and up), but a nice small bonus is also applied.  What do y'all think? :smileyhappy:</DIV> <DIV> </DIV>

Ever-Befallen
08-13-2006, 05:49 PM
<DIV>No thanks, vitality is fine as is.  It isn't required to play.  I'd rather just have a new prov raw that allows variety in food and drink, nothing too gamebreaking ie: vitality, but something that could give +hp, +pwr, or other stats other than WIS/INT (and STA) on all drinks, or STR/AGI (and STA) on all food.</DIV>

Guitar_Guru
08-13-2006, 06:04 PM
<DIV>heh, got a leet bank account eh? :smileyvery-happy:</DIV>

monrofayy
08-13-2006, 07:59 PM
vitality potions sound nice .. but proberly throw everything outta wack unless it made extremely hard to get or make maybe ? 50g to 1 plat per 1%+ vitality for 30 min or   diffrent kinds of potions 5% , 10% 30% 50%  with diffrent timers 30 min, 1 hour , 2 hour with the prices to matchmy 2 coppers<div></div>

Koldriana
08-13-2006, 08:39 PM
<DIV>As of this morning 08/13 I have been gathering and getting the 'glimmering' stuff off of the bushes in EL. I thought I was imagining things but I harvested glimmering out of the bushes twice so I know it wasn't just my imagination the first time =)</DIV>

Ever-Befallen
08-13-2006, 08:52 PM
<BR> <BLOCKQUOTE> <HR> Koldriana wrote:<BR> <DIV>As of this morning 08/13 I have been gathering and getting the 'glimmering' stuff off of the bushes in EL. I thought I was imagining things but I harvested glimmering out of the bushes twice so I know it wasn't just my imagination the first time =)</DIV><BR> <HR> </BLOCKQUOTE><BR>Correct, those have always been there.  Thats why, IMO, they should allow imbue raws to be used for food and drink to allow more varying stats and variety.

Mod
08-13-2006, 09:10 PM
<P>If you want to add a rare to the Provi line, thats fine. I have a Provi myself, level 47. However, that would require the next inevitable step.  Provi's will now HAVE to buy advanced books.  Just for a very few recipes? Not a good choice in my thinking and if you include the rare component combine in the regular books for the Provi, then you must also do so for all the other tradeskillers.</P> <P>As for the original thought of a potion...I could buy that since the vitality is a small issue in the scheme of things, as compared to stat, speed, mit, and regen buffs.</P> <P> </P> <P>Just my humble 2cp worth.<FONT face="Times New Roman" color=#000000 size=3>ble</FONT> </P>

Creek
08-13-2006, 09:15 PM
If I had 3 level 70 characters, I'd want to leave the vitality the way it is too! :smileysurprised:

Ever-Befallen
08-13-2006, 11:27 PM
<BR> <BLOCKQUOTE> <HR> Creek54 wrote:<BR> If I had 3 level 70 characters, I'd want to leave the vitality the way it is too! :smileysurprised:<BR> <HR> </BLOCKQUOTE><BR>I've still got alts etc.  Vitality is good enough as is, making it any better would make it even faster than it already is.

Maranatha
08-14-2006, 01:23 AM
<div></div>I tend to think vitality would be a good stat to modify because the presence or lack of vitality doesn't really effect gameplay all that much.  It's a nice thing to have, but if it ain't there it sure wouldn't stop me or anyone else from leveling.  With two 70's and number three in the home stretch, I can honestly say I've never been worried if I had vitality or not.  The game goes on.But, that aside, the primary point is that it would be nice to see a provision-type rare.  I like the idea of adding a rare spice.  In real life, nothing like a jalepeno to put a kick in a meal. <span>:smileyvery-happy:</span>Perhaps, let the rare imbue a food with a small ward proc (since the pepper has resulted in a sheen of sweat that lets a melee hit slide off.)  Or, a noxious damage proc (ever been around someone that had too much spicy food...can create quite a poisonous cloud.)  Attack speed buff (as in caffine+sugar rush.)  Hate reduction (who'd want to get close enough to fight a person that has eaten a LOT of garlic?)Maybe the rares should be vitamins?  Imbue a food with Vitamin D for increased HP due to stronger bones.  Vitamin C for increased disease resistance.  Vitamin E for increased libido...EEK, scratch that!  The thought of aroused Trolls is enough to throw a person's imagination into a panic!There's a lot of potential for adding to the fun and utility of food and drink through a new set of provisioner rares. <span>:smileyvery-happy:</span><div></div>

Koldriana
08-14-2006, 06:36 AM
<BR> <BLOCKQUOTE> <HR> Ever-Befallen wrote:<BR> <BR> <BLOCKQUOTE> <HR> Koldriana wrote:<BR> <DIV>As of this morning 08/13 I have been gathering and getting the 'glimmering' stuff off of the bushes in EL. I thought I was imagining things but I harvested glimmering out of the bushes twice so I know it wasn't just my imagination the first time =)</DIV><BR> <HR> </BLOCKQUOTE><BR>Correct, those have always been there.  Thats why, IMO, they should allow imbue raws to be used for food and drink to allow more varying stats and variety.<BR> <HR> </BLOCKQUOTE>Holy cow, 4 tiers of harvesting every day for at least an hour and this is the FIRST time I have ever gotten a 'rare' off a bush and I'm a Provisioner so I always pick the bushes <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><BR>

Code2501
08-14-2006, 10:34 AM
<P>I see vitality as fine where it is, as it is i find it dificult to run out of vitality spending a few hours a day playing. Any more than a few hours a day is probably unhealthy for you and SoE would do well from a liability point to continue rewarding players to take a break now and then.</P> <P>Even though this game is not just a race to the level cap, If you run out of vitality and your still eager to xp as fast as posible then stop grinding and go experience some of the quest based content. Quests give you great xp if you do them constantly and dont take away any vitality. I'm pretty sure you can get to 70 on quest and discovery xp alone if you turn off combat xp. </P> <P>Picking an xp camp spot and grinding away xp till your vitality runs out is not only the most boring way to level, it is also not as efficient as setting up a group to a whole compleate a series of quests in the same time. Mostly the running around you do in quests not only makes the game less tedius, but it is also rewarded with quest xp. Some quests could do with a bit of an xp reward boost though to balance the effort v reward but most are more than sufficient.</P> <P>If Vitality was extended through any mechanic, be it new potions or food, then you would be changing the game dynamic to make long xp grinding sessions much more rewarding than questing / casual play. That IMO would be a bad bad thing.</P>

Ebjelen
08-15-2006, 01:34 AM
A rare for provisioners would be good. Modifying vitality would not be good. Vitality has always existed. However, it wasn't until well after release that vitality started showing in the UI. The purpose of vitality is to give casual gamers a chance to keep up with their power gamer friends. If you add vitality potions, both factions will have access meaning the gap between casual and power gamers will increase even faster. On the PvP servers, the xp potions are needed because not all xp zones are available to all players making the xp grind even slower. Well, the zones are available, just not playable in an xp gainful manner. In a zone controlled by enemy players, debt tends to rise faster than xp. So, we see things like XP potions and debt reduction potions to make so many deaths less painful. It's that balance thing again. If you're going to add positives, what negatives are you going to add. We're not simply balancing provisioners with this idea, we're affecting gameplay overall. <div></div>

Lishara
08-18-2006, 11:09 PM
<BR> <BLOCKQUOTE> <HR> Code2501 wrote:<BR> <P>I see vitality as fine where it is, as it is i find it dificult to run out of vitality spending a few hours a day playing. Any more than a few hours a day is probably unhealthy for you and SoE would do well from a liability point to continue rewarding players to take a break now and then.</P> <P>Even though this game is not just a race to the level cap, If you run out of vitality and your still eager to xp as fast as posible then stop grinding and go experience some of the quest based content. Quests give you great xp if you do them constantly and dont take away any vitality. I'm pretty sure you can get to 70 on quest and discovery xp alone if you turn off combat xp. </P> <P>Picking an xp camp spot and grinding away xp till your vitality runs out is not only the most boring way to level, it is also not as efficient as setting up a group to a whole compleate a series of quests in the same time. Mostly the running around you do in quests not only makes the game less tedius, but it is also rewarded with quest xp. Some quests could do with a bit of an xp reward boost though to balance the effort v reward but most are more than sufficient.</P> <P>If Vitality was extended through any mechanic, be it new potions or food, then you would be changing the game dynamic to make long xp grinding sessions much more rewarding than questing / casual play. That IMO would be a bad bad thing.</P><BR> <HR> </BLOCKQUOTE> <P>Ack, running around makes game time less tedious???  Frankly, it's the running around that turns me off of most quests.  You waste so much time running back and forth for little reward, in my opinion.</P> <P>An alchemy and/or provisioner rare that allowed crafting some type of XP/Vit potion is a good idea, I think.  Semi off-topic: I don't get why they changed the provisioner recipes in the first place.  What was wrong with the old ones like pie giving stats for priests and meat giving stats for fighters?  I left the game for a while, and when I came back and saw those changes I was a bit baffled.<BR></P>