Making Alchemy grindable again?  (Read 1903 times)

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Nariaki

Making Alchemy grindable again?
« on: 16 Jan 2016, 23:28:29 »
Hello.
As we all probably know, Alchemy is a pretty much dead skill because of the lengths you have to go to grind it. Some people do brew for certain potions, others do it for all potions, and so on. But what if we could re-add "switching" (switching between glowstone dust and redstone to give different time lengths and powers of the potion) BUT modify it to only being able to gain half of the XP you gain from every other process in the brewing? Or maybe just up the XP gain a bit, because it is pretty low.
I like Alchemy myself, the only reason I stopped was because it can't be grinded because of how time consuming and expensive it is. But it is still important, and it has great potions that can really benefit you at times (gathering, PvP/PvE, survival). It would encourage people to grind Alchemy itself instead of only buying the potions that people like I can brew because I have a high enough Alchemy level. Potions can really be pivotal and are always great to have. And with either of these changes, I think the interest for Alchemy would go up. Maybe not by much, but still up.

EDIT:
Oh and I still don't have clarification if all of the McMMO potions are in the server. :P
« Last Edit: 16 Jan 2016, 23:36:43 by adam5979 »

eboniics

Re: Making Alchemy grindable again?
« Reply #1 on: 17 Jan 2016, 01:31:58 »
Hey in December I know the admins did up the xp rate of alchemy so it is a tad easier now. still a bit hard but better than it was.

Nariaki

Re: Making Alchemy grindable again?
« Reply #2 on: 17 Jan 2016, 01:54:48 »
Hey in December I know the admins did up the xp rate of alchemy so it is a tad easier now. still a bit hard but better than it was.
Then I obviously missed it. Was inactive then.
Still, would be very nice to maybe re-add "switching". Otherwise it's material consuming and not cost-efficient.

EttaDreamfeather

Re: Making Alchemy grindable again?
« Reply #3 on: 18 Jan 2016, 18:02:15 »
I... really don't think they can re-implement the 'switching'. They would have to alter the MCMMO coding back to what it was, which could break things considering they're not the makers of the plugin. Plus, they may not even have the rights to alter it that far, it's a lot different than altering values that the creator is okay with you altering.

I don't think we want a repeat of what happened with Salvage to happen with Alchemy...

ItsLawrence

Re: Making Alchemy grindable again?
« Reply #4 on: 19 Jan 2016, 20:48:04 »
Hello.
As we all probably know, Alchemy is a pretty much dead skill because of the lengths you have to go to grind it. Some people do brew for certain potions, others do it for all potions, and so on. But what if we could re-add "switching" (switching between glowstone dust and redstone to give different time lengths and powers of the potion) BUT modify it to only being able to gain half of the XP you gain from every other process in the brewing? Or maybe just up the XP gain a bit, because it is pretty low.
I like Alchemy myself, the only reason I stopped was because it can't be grinded because of how time consuming and expensive it is. But it is still important, and it has great potions that can really benefit you at times (gathering, PvP/PvE, survival). It would encourage people to grind Alchemy itself instead of only buying the potions that people like I can brew because I have a high enough Alchemy level. Potions can really be pivotal and are always great to have. And with either of these changes, I think the interest for Alchemy would go up. Maybe not by much, but still up.

EDIT:
Oh and I still don't have clarification if all of the McMMO potions are in the server. :P
Firstly I've looked through our settings and yes all of the potions which mcMMO adds are available to be made at their respective levels.

As for you specific suggestion regarding the "switching" this change was introduced to mcMMO itself (a plugin that we don't develop or maintain we something have it running on Noobstown currently with our own settings and occasional tweaks). While we could change our settings to continue gaining XP for this it seems to contradict several of the other limitations in place for other skills (for example when mining you can't use the same block again and again to get more and more mining so why should you with potions?) and as such I personally think the change is fair.

You can see the mcMMO development discussion regarding this change here: https://github.com/mcMMO-Dev/mcMMO/issues/1926 If you disagree with the fundamental change it's something you might want to bring up there.

I will bring up your concerns about the difficulty in "grinding" Alchemy with Foob though, but I don't really see an issue. We're meant to be a server you'll be able to play on for years to come; in a few months or years if you've max levelled everything you'll be moaning there is nothing to do, so by making it slower we're increasing your possible gameplay time and in the process offering more variety of things you can do on the server as a whole. If you possibly spread out your work or didn't try to straight up "grind" skills but just instead used them as you played it might be more enjoyable (or focused on multiple skills at once as to not find each one such a chore); but I suppose that all depends on what you want out of Noobstown. If anyone disagrees with me there though I'd love to know your input on this.

Nariaki

Re: Making Alchemy grindable again?
« Reply #5 on: 19 Jan 2016, 21:51:32 »
We're meant to be a server you'll be able to play on for years to come; in a few months or years if you've max levelled everything you'll be moaning there is nothing to do, so by making it slower we're increasing your possible gameplay time and in the process offering more variety of things you can do on the server as a whole. If you possibly spread out your work or didn't try to straight up "grind" skills but just instead used them as you played it might be more enjoyable (or focused on multiple skills at once as to not find each one such a chore); but I suppose that all depends on what you want out of Noobstown. If anyone disagrees with me there though I'd love to know your input on this.

Yes, no doubt, but compared to other skills it takes an excruciatingly long time to grind it to say, Lvl 400, compared to combat and gathering skills, such as Swords, Axes, Excavation etc. But maybe it can help with the increase of the time it takes to brew. Say, Lvl 0 has brewing speed of x0.1, maybe increase it to x0.2 or x0.15. Now to back up this, if for example, a potion is unlocked at Lvl 2000 (Potion of Resistance), then it would be time consuming (maybe you'd get 15 levels every day starting from Lvl 400 and decreasing ever so slowly, and in the end, you get 1 level a WEEK). I agree,  you should be able to grind for a while, but saying that people might moan that there is nothing to do isn't really a great arugment against it since they might build magnificent buildings with materials gathered. That is the beauty of the McMMO, getting stuff and powers while having fun. It isn't fun if it's too easy, but TL;DR, the XP gain is way too slow.
The argument about the switching is fair enough, I can't argue against that.

Nariaki

Re: Making Alchemy grindable again?
« Reply #6 on: 20 Jan 2016, 18:34:45 »
One thing though, is the McMMO potion unlock in a consistent pattern or is it a bit more spread, or is it something that will be for us to see? :P