A couple of supplementary notes about the "fatigue" proposal, since it looks like several points about it needed further explanations...
Fatigue of the Cauldron
A cauldron is made of metal. You put it on fire, throw ingredients that react sometimes very savagely inside and apply magical forces as well on it whenever you use one for alchemy. It thus sounds reasonable that it slowly degrades with use up to a point it isn't reliable anymore. I see this as a two-fold process:
- Temporary fatigue, caused for example by the cauldron becoming very hot. Those fatigue points would wear off after a given amount of time;
- Permanent fatigue which represents irreversible damages caused by alchemical processes on the cauldron. Those don't wear off, unless you get the cauldron to somebody able to repair it.
Fatigue by itself doesn't render the cauldron useless: it just increases the chances of it to be destroyed when cooking something in it, possibly with nasty effects (like sudden explosion). Note that this element could actually be used to offer a gradation in the prices: a cheap cauldron would be able to support only a limited amount of fatigue while a costly, luxury one would be able to endure much more.
It also introduces another way to spend money (repairing/replacing your cauldron), making the creation of easy-to-make objects less profitable commercially speaking. Note that since fatigue is completely independent of the difficulty of a given recipe, it is a convenient way to balance some overused recipes. And it is explainable by in-game ideas as well: Water of the Wise may be very easy to cast, but it may require a very high temperature, thus causing a lot of fatigue to the cauldron.
In my own idea, I'd say that an easy formula could cause a high amount of temporary fatigue, but little or no permanent one, thus harming only industrial alchemists. On the other hand, advanced alchemy could cause fewer temporary fatigue, but more permanent one, reflecting the difficulty of the process.
Codewise, I think this is pretty similar to the grace stat - it is spent each time you use it, it slowly recharges itself, but it needs some work to get it fully back. I'd simply make it not visible by default - at most, somebody with the smithery skill could attempt to evaluate the level of fatigue of a cauldron, or a spell may do it as well. Or why not asking Mostrai ?
The important point to keep if this system ever becomes implemented is to make it general enough to be applied to other types of items and spells as well - There are other fields in which fatigue could possibly become an interesting addition in the future. Multiplying stats specific to a given skill isn't a good idea on the long run.
I'm also against of a arbitrary limited lifespan for cauldrons - if you want to buy it and keep it forever unused in your appartments, it is your right. I see no way to justify their auto-destruction after only a short delay. Their total lifespan should depend on what you do with them, so occasional alchemists don't get harmed in the process.
Finally, the question of a possible casting time came up; I'm basically against it, since a lot of legitimate players would probably find annoying to be forced to wait before casting again. Fatigue allows them to cast multiple times in a row - if they are ready to handle the risks involved.
Now, what about the
Alchemist's Fatigue
I'd say that it should basically work as the temporary fatigue I wrote about just before. It slowly recharges over time when doing nothing tiresome. Every complex action (casting a spell, or slashing monsters) should create fatigue. Caster's fatigue shouldn't increase the dangerousity level of the alchemical attempt, but instead its randomness: the more tired you are, the higher the chances of making an error in the process and thus the bigger the randomization of the results.
Caster's fatigue helps fighting the case of scripters using several cauldrons alternatively to "let them cool down" - the caster him/herself will have to "cool down" as well if he wants to still be able to make useful work.
This system has a kind of drawback, though: no longer you can safely play with alchemy whenevr you want and especially after having emptied a couple of dungeons full of monsters. It forces you to planify your future actions. I'm not sure all players would easily agree with that.
As the Cauldron Fatigue, I think the value of this stat shouldn't be clearly visible to the player - at most, he/she should get an evaluation of it, possibly false under some circumstances (drinking alcohol, for example). Some items could help fighting fatigue (like the coffee cup), too.
Other comments
However, that said, I forsee immense problems with the idea of preventing scripters from racking up large sums of money or exp.
I only see one myself: displeasing people who used such tricks in the past.
You would be fighting the very creativity of people and there would always be some way some how to edge out a profit if you simply do some action over and over again for a long time.
I don't call scripting a repetitive action a "very creative" process (at least not in terms of gameplay). Edging some profit by repetitive actions is something that should be prevented as much as possible because it is nuisible to creativity: find a simple way of earing money, then let the machine do it for you. How creative is this supposed to be ?
I do not know if it is possible to simple prevent scripting in some way, if it is eventually I suspect you will have to go that route. I do not know how scripting works, but if you try to stop scripters from one line of proffit they will find another.
Forget it. Scripting is something that is client-side and there's no way to detect it server-side. So everybody with enough programming skills can write some scripting engine if he/she wants to and there's no way to prevent it.
Moreover, it is also forgetting that scripting is not made
only for exploiters: it is an answer to many legitimate requests made in the past by 'honest' players.
I have seen several good games go bad when the admins or someone tries to "fix" the economy. If you create an incentive to have platinum, then some players will always find ways of generating enormous amounts of platinum in the easiest way possible.
Sure and that's perfectly normal. "Fixing" the economy simply means ensuring that the "easiest" way isn't "too easy".
Also don't forget that unlike a lot of games, the development of Crossfire isn't an enclosed thing - if you think you have a good idea, then you can submit it, even if you aren't a coder. But always remember that to be useful, your comments need to be precisely argumented: simply saying "I (don't) like it" leaves us coders in the dark. The only thing that counts is
Why I (don't) like it. Without the 'why', we can only guess solutions - and yes, it sometimes leads to things players dislike.
I have no idea if it is feasible, however one "fix" would be to have the prices shops pay and charge for items float.
It could indeed be a good way to rebalance things. The problem is that the first sell wouldn't be affected by that - if you manage to make 50000 bottles of philosophical oil and sell them in a single operation, the floating prices would only apply *after* you sold them and thus would render the system somewhat useless: it would harm the next resellers, not the first one.
When I said that alchemy was now broken, I ment broken in the most deadly way for a game. Alchemy was no longer any fun.
I agree with the idea that "something is broken when it isn't fun anymore" - but the older system was ruining the fun as well.
The problem is that complaints always come when it is too late. People first complained about the abuse of the alchemical system. Developers thought about a solution and came up with what's currently available - and now people complain because it ain't fun anymore. It may be very true, but it is a bit late - it is before the coding is done that you, players, need to give your own opinion on the topic.
So now,
I ask to seasoned players their opinion about the fatigue idea:
- Do you think it is an acceptable solution ?
- If not, what are the possible issues you see ?
- If not, what is your own proposal to solve the problem ?
If players agree to spend a couple of minutes of their time to answer those, then the future system will probably be satisfying for most of them.
It is up to you now, as I've written enough for today
