[MUD-Dev] The Four Hour Alchemist

Brad Triem triem at sierranv.net
Sat May 5 10:32:02 New Zealand Standard Time 2001

On Saturday, May 05, 2001 9:48 AM, J C Lawrence wrote:

> The Four Hour Alchemist

< snip >

> For the past six months, all it has taken to become a grand master
> alchemist is about 80k worth of reagents, a macro program and four
> power hours. If you're more of a purist, you can skip the macro
> program and do it in seven hours. If this is the way OSI intends
> alchemy to work, then so be it. It is, after all, their game. But I
> don't think it is the wisest choice.

This sounds like a simple game design flaw.  I have gone through
similar hurdles.  For example: Mining skills.  Several years ago I
built mining, which is the warriors version of alchemy.  You mine to
find ores.  You use metallurgy to extract rare and magical metals/gems
from the ores.  Then there are forging skills.  You can forge magical
weapons and armor based on different metal/gem ingredients.  But you
run into that same problem.  How long does it take to become an expert
miner and smithy?  Several days of playing, not to mention that you
never really know all the different ingredient combinations.  Then you
run into keeping the players interested.  It boils down to how you
design that aspect of the game.  It isn't easy but that is what I
enjoy about game design.  Traversing those hurdles.  In your case, I
agree that if you can macro in 4 hours or even power play yourself to
be a master alchemist in 7 hours, there needs to be an evaluation of
the design of that aspect of the game.


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