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Re: CF: Alchemy and costs of generated items



On Jun 15,  4:19pm, Raphakl Quinet wrote:
> Subject: CF: Alchemy and costs of generated items
>
> Hi there!
>
> Since several people on this list mentioned that the alchemy code was
> not so useful and that it was not worth spending some time finding the
> items that are required by most formulas, I wrote some code to compare
> the value of the generated item with the value of the ingredients.
> This code is only useful for debugging, not for playing.

 Actually, the general problem I have found is the lack of the good recipes.  I
can find the base recipes often enough (water of the wise, sulfur), but seldom
find recipes in which I can actually create useful items.  I think more maps
need to be updated with the useful recipes (granted, I could look through the
recipe file, but if you are trying to play honestly...)  I think some of this
might have to do with the adding of literacy, with the better scrolls needing a
high level of literacy to read (maybe it would be time for a comprehend
languages to let you read any normal text, but not get exp for it?)

 I am also not sure how easy it would be to do, but giving some bonus for
actually having a copy of the recipe. A lot of the game is already player
knowledge and not character knowledge.  For alchemy, once the player finds out
the recipe, and and all of his characters could use it.


> - Try to be more realistic about the value of some monster's body parts.
>   Their value should be increased if they have a low probability of
>   appearing.  For example, getting a sage's head is not easy, even if
>   the sages have a low level.

 Unfortunately, there is no clear idea of a rare monster of common monster.
 Most of the body parts are generated special - ie, a humanoid monster is
generate, call generate body parts is called, and it might generate applicable
parts based on that monster (humanoids have heads, legs, arms, eyes, etc).  IT
then bases the value of that object on what attributes the monster has - while
sages may be rare, they do not have much in the way of excepetional stats, so
you get a low value.

 But this also brings something up in the formula - while rare objects should
be costly and may not be, the rarity of the item should also be taken into
consideration when computing those cost values.

 I think a lot more could be done with the alchemy code - I remember one of the
old ultima games where certain ingrediants could be found by searching in
certain places at certain times.  Addng stuff like that, or mining for some
minerals in deep mines, etc could add some color to the game.



-- 

-- Mark Wedel
mark@pyramid.com
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