FONVs Version of alchemy . . . or cooking?

Post » Fri Dec 17, 2010 11:49 am

http://s766.photobucket.com/albums/xx303/IntactGardenGnome/?action=view¤t=FNV016.jpg the thought hit me when I was thinking about this immage

is it possible that they made there own version of Alchemy, for example mix Horsenettle with Healwavium (thats + en +1/s heal and +1% med skill to make a 2/s healing powder,

or

mix Cram + dirty water + Horsnettle to make Cramnettle stew? (+ better food heal than cram and Dirty water together, and less rads, reducing 2 pounds of Items down to 1(or less if you make jerky out of cram and spices?)
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rolanda h
 
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Post » Fri Dec 17, 2010 1:39 am

No proof that ingredients can be combined just yet....but it seems like a good idea.

Edit: I hit Reply so I had the entire first post recreated in my own....rather unnecessary when I'm the second poster.
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xx_Jess_xx
 
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Post » Fri Dec 17, 2010 8:39 am

I would assume thats pretty much it

i wonder if we just know the recipes or we find/buy books on how to make stuff
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Juan Suarez
 
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Post » Thu Dec 16, 2010 10:56 pm

I think this would be a good addition. I've always liked alchemy/cooking combos in other games.

Seems like it should be perk would be a great addition if your playing a survivalist or chemist type of character. Maybe the survival perk gives you the ability to combine food and plants. Have the chemist perk get a buff so it includes x2 chem duration in addition to the ability to mix chems.

I hope that chems and food items feel useful. I foresee chems being very useful in hardcoe mode in order to balance the negative status effects of sleep,eat,drink depravation.
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Marie Maillos
 
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Post » Fri Dec 17, 2010 1:42 pm

Part of the survival skills description states: "It also helps you create consumable items at campfires." It would seem likely this games alchemy comes from the survival skill.

I could see you being able to make stimpaks, some chems, and things like doctors bags with the survival skill. probably alcohol too.
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SEXY QUEEN
 
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Post » Fri Dec 17, 2010 2:21 am

It's already been said that you can mix up recipes for healing powder at campfires.

I think you will probably gain some new recipes automatically as you increase your Survival skill, but there is also likely to be a few recipes you can find in the wasteland, much like the weapon schematics in FO3.

And yes, from everything I've read and seen, the Survival skill is going to be much like the Alchemy skill in Oblivion, allowing a character to pick plants and combine them with other items to make new beneficial creations at campfires. Apparently healing powder is one of the easiest recipes, and one of the developers stated most characters will be able to make it, even with low Survival skill.
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Evaa
 
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Post » Fri Dec 17, 2010 6:08 am

As much as I like Alchmey in games, it can quickly become over powering if things are allowed to Stack. To that end, I think as long as we are limited to making things that can only be taken once a day (or that you can only take again when the effects from the first have worn off) or healing items, then it can keep things balanced.

What would also be cool is to make some stuff that could be used as a weapon. for example something that could make a Molitov Cocktail like device or Poison or Sleeping Powder.
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Anna Kyselova
 
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Post » Fri Dec 17, 2010 7:47 am

Well, to fix stacking you can always make it so the more ingredients the less potent and watered down it is.


Like some ingredients cancel out some effects.
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Roddy
 
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Post » Fri Dec 17, 2010 3:10 pm

I think this kid of thing falls under the Survival skill. You can make all kinds of stuff with that skill. I'm more interested in making different Energy Weapon ammos myself with Repair though.
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Charleigh Anderson
 
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Post » Fri Dec 17, 2010 11:00 am

It has been confirmed that we can cook, though nothing has been said about food combination.

Here is a quote from somebody who played the demo:



The Survival skill increases the Hit Points you receive from food and drink. It also helps you create consumable items at campfires.




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Victoria Vasileva
 
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Post » Fri Dec 17, 2010 3:10 am

I really wonder if they'll throw poison making into NV.

Since small guns and energy weapons get custom ammo, seems only right that melee weapons get some kind of craft-able buff. But where does that leave hand to hand? You could apply poison to thing like spiked knuckles but with things like boxing gloves I don't think it would make sense.

Poison throwing spear sounds like alot of fun.
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meghan lock
 
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Post » Fri Dec 17, 2010 7:47 am

I really wonder if they'll throw poison making into NV.



There is. We can make poisons at campfires. We can add the poisond to our melee weapons. We can also make antivenom, because some animals can poison us now.
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W E I R D
 
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Post » Fri Dec 17, 2010 4:02 pm

Well, to fix stacking you can always make it so the more ingredients the less potent and watered down it is.


Like some ingredients cancel out some effects.

Stacking as in takeing diferent chems / buffs with simular effects,(Ie taking three diferent items and all of them give +% to damage)

not stacking as in making a drug out of multiple items
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Danii Brown
 
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Post » Fri Dec 17, 2010 10:36 am

Well, to fix stacking you can always make it so the more ingredients the less potent and watered down it is.


Like some ingredients cancel out some effects.



The Stacking I am refering to is when you take 3 potions, say Increase Strength, if it is availible in the game to get 3 times the strength increase. While that may not be a game breaker to do that, what can happen is potions can increase the effectiveness of skills needed to make potions can be stacked so that you can make even stronger uber potions. Like potions increasing Intelligence which makes the potions you make stronger. This is the kind of stacking that can quickly break the game. Being a Single player makes this moot really as how I play the game has nothing to do with how others play. However, I do agree that overpowering aspects should be mitigated as part of good game design.

However a mechanism that say would make you addicted if you took more than one a day would mitigate that from happening. While you could still Stack, it would cost you.
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Cool Man Sam
 
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Post » Fri Dec 17, 2010 4:06 pm


but with things like boxing gloves I don't think it would make sense.



They could do other things with boxing gloves like barbed wire around the knuckles which then could be poisoned.
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Eliza Potter
 
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Post » Fri Dec 17, 2010 3:19 pm

The Stacking I am refering to is when you take 3 potions, say Increase Strength, if it is availible in the game to get 3 times the strength increase. While that may not be a game breaker to do that, what can happen is potions can increase the effectiveness of skills needed to make potions can be stacked so that you can make even stronger uber potions. Like potions increasing Intelligence which makes the potions you make stronger. This is the kind of stacking that can quickly break the game. Being a Single player makes this moot really as how I play the game has nothing to do with how others play. However, I do agree that overpowering aspects should be mitigated as part of good game design.

However a mechanism that say would make you addicted if you took more than one a day would mitigate that from happening. While you could still Stack, it would cost you.

The addictive mechanic of drugs in Fallout should be implemented with items and recipes, like you say this will prevent stacking with an in world mechanic. Since Super Stimpaks are back, I'm wondering if the ability to die by overdosing is back as well. In the original Fallouts, spamming Stimpaks or other drugs was a quick way to an early grave as your body went into shock and shut down.
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glot
 
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Post » Fri Dec 17, 2010 4:02 pm

I'm doubting it'll be as diverse as Oblivion's Alchemy system. The number of ingredient combination iterations with that were enormous, it wasn't just set recipes like other games. This'll probably be a typical "buy recipe, find ingredients, make concoction", with possibly a minimum skill level for each recipe.
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Rhi Edwards
 
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Post » Fri Dec 17, 2010 5:47 pm

It's been confirmed

http://www.gamesas.com/index.php?/topic/1114712-stuff-i-found-at-pax/page__view__findpost__p__16363870

Also in FO2 others could make Healing powder and anti-poison so it makes sense we can in New Vegas.
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Jonathan Braz
 
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Post » Fri Dec 17, 2010 11:42 am



Also in FO2 others could make Healing powder and anti-poison so it makes sense we can in New Vegas.

Yep, so far Josh has confimed the making of healing powder, anti-venom, and poison.
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Luis Longoria
 
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Post » Fri Dec 17, 2010 1:57 pm

http://s766.photobucket.com/albums/xx303/IntactGardenGnome/?action=view¤t=FNV016.jpg the thought hit me when I was thinking about this immage

is it possible that they made there own version of Alchemy, for example mix Horsenettle with Healwavium (thats + en +1/s heal and +1% med skill to make a 2/s healing powder,

or

mix Cram + dirty water + Horsnettle to make Cramnettle stew? (+ better food heal than cram and Dirty water together, and less rads, reducing 2 pounds of Items down to 1(or less if you make jerky out of cram and spices?)


lol thats my picture.
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Queen
 
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Post » Fri Dec 17, 2010 3:39 pm

They could do other things with boxing gloves like barbed wire around the knuckles which then could be poisoned.


That sounds so awesomely vicious. I really wouldn't want to get hit by someone wearing a pair of those.
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Dalia
 
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Post » Fri Dec 17, 2010 4:17 pm

As much as I like Alchmey in games, it can quickly become over powering if things are allowed to Stack. To that end, I think as long as we are limited to making things that can only be taken once a day (or that you can only take again when the effects from the first have worn off) or healing items, then it can keep things balanced.

What would also be cool is to make some stuff that could be used as a weapon. for example something that could make a Molitov Cocktail like device or Poison or Sleeping Powder.
What about implementing a failure rate similar to what Morrowind did with Enchanting (I don't remember if they did this with Alchemy or not)? The lower your skill, the less likely you are to create something.

I could see the second idea being implemented (only being able to consume another after the effects from the first wore off, or taking it prematurely would only reset the counter rather than adding to it) too though.
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Donald Richards
 
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Post » Fri Dec 17, 2010 6:59 am

I hope that it's similar to the alchemy system in The Witcher.
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sarah taylor
 
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Post » Fri Dec 17, 2010 3:57 am

I loved alchemy in Oblivion, it was and still is one of my favorite things to do in the game. I definitely think New Vegas could benefit from a similar system, but I share CCNA's concerns about balance. In Oblivion I could double my effective level (or more) by making and taking potions. If things were more balanced, it could still be effectual as well as being great fun. I enjoyed collecting the reagents and making the potions a great deal, so if done well, it would be a fun mod to make. :) (The game is in final stages, no such huge additions are likely to go in).

Food for modding thought!

Miax
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BRIANNA
 
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Post » Fri Dec 17, 2010 2:56 pm

Im just concerned about how far its going to go. Its going to be pretty dumb if you can mix two weeds together in a pot and get +10 Guns for 10 minutes for eating it.
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Len swann
 
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