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View Full Version : Why poisons, potions, and totems cost more than you think (Feedback)


Shunidar
04-11-2005, 05:37 PM
<DIV>Lets face it, inventory slots are propbably one of the most valuable yet least talked about resources for players and especially crafters.  I personally love the way inventory space is managed and not trivialized in this game.  If you want to buy poison, potions and totems however, that prescious inventory space may be in jeoparday.</DIV> <DIV> </DIV> <DIV>To make this as short and sweet as possible, if you buy or create crafted poisons, potions or totems there is a much higher cost associated with creating, storing, selling, using them and it comes in the form of bag space.  Sure, buying 3 T5 stat potions for about 3g may sound like quite a deal at first, but then you realize as you try and find them mixed about your masses of quest items, alternate weapons, and mob drops that you couldn't stock up on these if you wanted to.  Why?  because you paid the hidden cost of lost bag space.  This lost bag space will rapidly translate into lost $$ as you go out adventuring as there will be less space for harvested goods and salable drops.</DIV> <DIV> </DIV> <DIV>In my opinion, there needs to be the following adjustments if you are serious about creating a demand for consumable items beyond crafted food and drink:</DIV> <DIV> </DIV> <DIV>Woodworker spirit totems need to be made to last 15-30 mins a charge.</DIV> <DIV>Woodworker totems need to be made stackable.</DIV> <DIV>Alchemist poison and potions need to be made stackable.</DIV> <DIV>Woodworker arrows need to be made with turned lumber instead of staves.</DIV> <DIV>Among your totems, torches, potions, manastones, horse whistles, hex dolls, etc, there should really be more activatable slots (I understand that this means you would need to limit hex dolls to one equip at a time).</DIV>

Miral
04-14-2005, 11:01 AM
<DIV>poisons last 12 hours and have more than one charge. why on earth would you need to be carrying around more than 1?</DIV>

Shunidar
04-14-2005, 10:47 PM
<DIV>To sell them?</DIV> <DIV> </DIV> <DIV>Further, because they dont stack, players are discouraged from buying more than one at any given time.</DIV> <DIV> </DIV> <DIV>Also, you have not considered that even the recently improved potions only last 30 mins.</DIV> <DIV> </DIV> <DIV>Woodworker totems last about 3 minutes per charge.</DIV> <DIV> </DIV> <DIV>Stacking is an important issue to crafters, and the people who would otherwise buy crafted goods.</DIV>

Miral
04-15-2005, 04:18 AM
its just hard to have stacking mechanics AND charges on the same items... each item has its own id and if you stack them the id mingles, so to speak.... the stack has its own id along with a count variable... at least if SOE does things the way similar games do... It would be possible to make it happen, but more work than soe is known for doing for one thing. <DIV> </DIV> <DIV>The point of my previous post is that people using the poisons have no reason to carry more than 1 on them... most people selling stuff dont carry that stuff around with em adventuring...</DIV><p>Message Edited by Miral on <span class=date_text>04-14-2005</span> <span class=time_text>07:20 PM</span>

Shunidar
04-15-2005, 05:00 AM
I understand its not as simple as turning a switch.  However, if SoE really wants poisons, and especially totems and potions to be a viable market, there needs to be a way for that to happen.  Whether that be combine all the charges into one massive charge, or prevent stacking after the potion or totem has been attuned.  Also, most people selling things have limited vault space.  It's kind of a lame excuse to say, "well, we designed this system of poions, potions, and totems for people to use, but we dont want to invest the tools to make them work" <DIV> </DIV> <DIV>I don't think SoE really feels that way, which is why I continue to feedback it occasionally.</DIV><p>Message Edited by Shunidar on <span class=date_text>04-14-2005</span> <span class=time_text>06:02 PM</span>

Miral
04-15-2005, 11:12 AM
I think the thing is that totems potions etc are considered no different than armor or weapons... Like I have to carry around two pairs of shoes because my only speed buff requires the shoe slot, and I need stats and mitigation for battles...

Corlin
04-15-2005, 05:14 PM
<P>You keep focusing on the consumer side Miral - I believe Cyranel was talking more from the perspective of us poor producers.  Other crafters can create stacks of items while working their trade, and more easily manage their wares.  It is somewhat odd that woodworkers and alchemists must juggle items one at a time.  I for one am little interested in trying to maintain a stock of things given that severe restriction.  And when someone asks me to stop everything I am doing in the field to go make them one item, well, that is even more painful.</P> <P>If that is what Sony desires, then the market will remain limited.  If they want potions, poisons and totems to be made and consumed, some adjustments should occur. </P>

Ceruline
04-15-2005, 08:27 PM
<P>Perhaps it could be made so that "full" charged items stack, and once you use one, it no longer stacks with the rest.  This avoids the problem of tracking both charges and count for an inventory slot (As all the items within will have maximum charge)</P> <P>Another approach would be to make charged items combineable into a single item with the combined number of charges.</P> <P>One other thing which I think would be great - make a special bag for the arrow/ammunition slot that you can stick six stacks of arrows into.  Or there could be special multi slotted bags for specific consumable items which you could place inside of other bags.</P> <P>Just throwing out a few ideas on mitigating the impact of consumables on inventory space (Particularly arrows, poisons, and anything else that a specific class cannot function adequately without)</P>

LadyEternity
04-15-2005, 08:43 PM
<P>I to support the stacking. It's frustrating to have to waste precious inventory space on potions. Infact I would have to say this is the number 1 reason I don't buy them.</P> <P> </P> <P>Lady Eternity</P>

Shunidar
04-15-2005, 09:18 PM
<BR> <BLOCKQUOTE> <HR> Ceruline wrote:<BR> <P>Perhaps it could be made so that "full" charged items stack, and once you use one, it no longer stacks with the rest.  This avoids the problem of tracking both charges and count for an inventory slot (As all the items within will have maximum charge)</P> <P>Another approach would be to make charged items combineable into a single item with the combined number of charges.</P> <P>One other thing which I think would be great - make a special bag for the arrow/ammunition slot that you can stick six stacks of arrows into.  Or there could be special multi slotted bags for specific consumable items which you could place inside of other bags.</P> <P>Just throwing out a few ideas on mitigating the impact of consumables on inventory space (Particularly arrows, poisons, and anything else that a specific class cannot function adequately without)</P><BR> <HR> </BLOCKQUOTE> <P><BR>Excellent ideas <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />  I never though of the ability to combine several potions into a "jumbo potion" with multiple charges.  </P> <P>Again, the difference between the example with shoes and the example with potions, is that potions (like, say food and drink) are consumable.  Consumable goods such as food and drink would be a much bigger pain to manage if they did not stack (for instance).  Could you imagine trying to stock up on food if it didnt stack?  If that were the case, I'm sure you would see frustration on both the side of provisioners (who could only sell limted amounts due to vault space) and consumers who could only buy so much, and make up whatever else from NPC merchants out in the field.</P>

Miral
04-16-2005, 05:07 AM
<BR> <BLOCKQUOTE> <HR> Ceruline wrote:<BR> <P>Perhaps it could be made so that "full" charged items stack, and once you use one, it no longer stacks with the rest.  This avoids the problem of tracking both charges and count for an inventory slot (As all the items within will have maximum charge)</P> <P>Another approach would be to make charged items combineable into a single item with the combined number of charges.</P> <P>One other thing which I think would be great - make a special bag for the arrow/ammunition slot that you can stick six stacks of arrows into.  Or there could be special multi slotted bags for specific consumable items which you could place inside of other bags.</P> <P>Just throwing out a few ideas on mitigating the impact of consumables on inventory space (Particularly arrows, poisons, and anything else that a specific class cannot function adequately without)</P><BR> <HR> </BLOCKQUOTE><BR> <DIV>those would take a little bit of work on dev part, but I can see them working. bravo for a good idea.</DIV>

EtoilePirate
04-16-2005, 06:50 PM
<BR> <BLOCKQUOTE> <HR> Ceruline wrote:<BR> <P>Perhaps it could be made so that "full" charged items stack, and once you use one, it no longer stacks with the rest.  This avoids the problem of tracking both charges and count for an inventory slot (As all the items within will have maximum charge)</P> <P>One other thing which I think would be great - make a special bag for the arrow/ammunition slot that you can stick six stacks of arrows into.  Or there could be special multi slotted bags for specific consumable items which you could place inside of other bags.</P> <P>Just throwing out a few ideas on mitigating the impact of consumables on inventory space (Particularly arrows, poisons, and anything else that a specific class cannot function adequately without)</P> <HR> </BLOCKQUOTE> <P>Amen to all that!  My lovely high-damage ranged skills use 4 arrows at once, so I go through stacks like nobody's business.  I'd love to have a quiver for them, hehe.</P> <P>I like the idea for stacking poisons that way, too.  I always carry around an extra because lately I die a lot, and you lose your poison when you die.  I got three nice poisons recently as a quest reward, but it drove me nuts trying to carry them everywhere, and I really wish they would have stacked.</P> <P>I also hear the crafters on trying to fill an inventory with crafted poisons, although on that front, if I make six pristine short swords, they don't stack either.  So I guess that the mentality is that poisons go in the "Weapons and armor" category rather than in the "small personal item" category (like food, or drink, or arrows, or, I don't know, something else).  I could like to see them sort of switch categories, though.<BR></P>