I want a Mortar & Pestle (thread #189732397)

Post » Mon Jun 11, 2012 10:42 pm

I know, been said before but man I miss being able to craft potions while out and about...

I don't think it would be too difficult to add item(s) to the game via patch/dlc so we could craft potions on the run again.

Do you think an alchemy kit that maybe is just less powerful than the standard alchemy labs would be cool? So we have the portable stuff (mortar & pestle) but it resulted in slightly weaker (-20% ?) potions. Then I could carry almost nothing leaving town and be more self-reliant on the road.
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michael flanigan
 
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Post » Tue Jun 12, 2012 12:01 am

Do you think an alchemy kit that maybe is just less powerful than the standard alchemy labs would be cool? So we have the portable stuff (mortar & pestle) but it resulted in slightly weaker (-20% ?) potions. Then I could carry almost nothing leaving town and be more self-reliant on the road.
Yes! It was very cool and I don't know why they removed this choice. It was so cool to look for better equipment and upgrade it.
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JD bernal
 
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Post » Mon Jun 11, 2012 10:34 pm

I want mortar & pestle back just so I can find the Grandmaster version.
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Charleigh Anderson
 
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Post » Tue Jun 12, 2012 4:01 am

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.
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NAkeshIa BENNETT
 
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Post » Tue Jun 12, 2012 3:12 am

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.

How is on-the-go potion creation an RPG breaker? If you have a stone bowl and something to crush plants in said bowl then you should be able to create potions anywhere. It is the exact same action as choosing to use an alchemy station in the character's home, but you are merely making that choice out in the natural game environment. Choosing to use a mortar & pestle is every bit the same as choosing to use the alchemy table.
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Flesh Tunnel
 
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Post » Tue Jun 12, 2012 11:31 am

its because it doesnt fo
How is on-the-go potion creation an RPG breaker? If you have a stone bowl and something to crush plants in said bowl then you should be able to create potions anywhere. It is the exact same action as choosing to use an alchemy station in the character's home, but you are merely making that choice out in the natural game environment. Choosing to use a mortar & pestle is every bit the same as choosing to use the alchemy table.

its because the mortal and pastel doesnt force you into 3rd person making you stare at your character make potions ... (i prefer to stay in 1st person my self)
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LuCY sCoTT
 
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Post » Tue Jun 12, 2012 7:59 am

its because it doesnt fo


its because the mortal and pastel doesnt force you into 3rd person making you stare at your character make potions ... (i prefer to stay in 1st person my self)
what? the current bench system messes with perspective. having the kit in your inventory would not.

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.

I fail to see how this even relevant to having a kit the character carries with them? We have already had benches for enchanting, and ITA they improved that a great deal.

But we're talking alchemy here, where you are walking along, pick up some plants and grab a butterfly then mash it in a bowl to make a poultice for your battered and bruised body.

How is that defeating any RP mechanics? It makes good sense to me there might be some alchemy labs (like we have now) where a superior potion could be made, but it doesn't make any sense that my character is completely unable to make preparations as he walks through the world.
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Tamara Primo
 
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Post » Tue Jun 12, 2012 11:37 am

I would love "in the field" versions of all crafting, but where the effects and possibilities are really limited compared to using a "station". As for mortar & pestle work in the field, yes that works in my view but only as a pure herbalist (crushing plants) where the station alchemy could be upgraded to support selling apparatuses to either other alchemists (that they install, improving their own goods) or at your house, and where metal ores become a significant part of it (it used to be in traditional alchemy). Transmute would also go to alchemy, not sure how something as alchemical as that ended up with magic - just weird.

But, for in the field alchemy (herbalism, new skill?), ONLY the mortar & pestle have any use. Other equipment that you can find (glassware, burners, and calcinators - too huge and/or fragile to be "carrying and using in the field") only exist to improve alchemy station results.

For alchemy (thief), this sounds fairly easy and straightforward. For smithing (warrior), the obvious contender is repairing of equipment that degrade, but better implemented than Oblivion (although I'm running out of good ideas for this one). But for mages crafting I'm a bit lost. Maybe the "build combo spell" seen in the Jam for "in the field" work?
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Matthew Aaron Evans
 
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Post » Tue Jun 12, 2012 7:32 am

I'm not opposed, but it seems to me alchemy requires more than just crushing ingredients. There are ratios to maintain, glassware, even boiling or heating ingredients, probably need water as well, etc.
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Honey Suckle
 
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Post » Tue Jun 12, 2012 1:09 am

Do you think an alchemy kit that maybe is just less powerful than the standard alchemy labs would be cool? So we have the portable stuff (mortar & pestle) but it resulted in slightly weaker (-20% ?) potions.

Totally awesome idea. Signed.
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Sian Ennis
 
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Post » Tue Jun 12, 2012 6:01 am

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.

This makes absolutely zero logical sense.
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Catherine N
 
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Post » Tue Jun 12, 2012 3:04 am

I'm not opposed, but it seems to me alchemy requires more than just crushing ingredients. There are ratios to maintain, glassware, even boiling or heating ingredients, probably need water as well, etc.
Exactly, thats why it takes a hit when you are away from the bench.

You can at home be drying glassware and cleaning spatulas, but out in a cave you migth jsut get a bit of skeever-poo in your restore fatigue potion.
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Elea Rossi
 
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Post » Tue Jun 12, 2012 11:01 am

Why not go a step farther? How about every potion that's made has to go into an empty vial or bottle the player is carrying and had to buy or find laying around... or if no empty vial is carried, the potion is automatically applied to an un-poisoned weapon or ingested... if the weapon is already poisoned the ingredients are wasted. Of course, the mentioned vials would have an assigned weight, probably .5 units each... or 1 for more powerful elixirs.

I'm pretty sure the current Skyrim alchemy system is meant to thwart the player from carrying around an absurd 2,000,000 potions in his travels, and it carves it down to 1,000,000, I suppose. The method mentioned above would limit the potions the player carries to a practical number.
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Lady Shocka
 
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Post » Tue Jun 12, 2012 11:26 am

Why not go a step farther? How about every potion that's made has to go into an empty vial or bottle the player is carrying and had to buy or find laying around... or if no empty vial is carried, the potion is automatically applied to an un-poisoned weapon or ingested... if the weapon is already poisoned the ingredients are wasted. Of course, the mentioned vials would have an assigned weight, probably .5 units each... or 1 for more powerful elixirs.

I'm pretty sure the current Skyrim alchemy system is meant to thwart the player from carrying around an absurd 2,000,000 potions in his travels, and it carves it down to 1,000,000, I suppose. The method mentioned above would limit the potions the player carries to a practical number.

Yet you can carry an unlimited amount of weightless arrows.
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Kat Lehmann
 
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Post » Mon Jun 11, 2012 10:59 pm

Yet you can carry an unlimited amount of weightless arrows.

I don't see how arrows and alchemy relate, but on the subject of weightless arrows, I agree with you. 1 arrow should have .1 weight unit. More on the subject of weight and encumberance, TES have always allowed the player to carry an obscene amount of gear.

I'd like to see the weight a player can carry effectively halved. Quest items will also have weight (but can be relocated if you drop them). But to counter this, there should be more places to safely store your loot other than just in the houses you buy.
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Lucie H
 
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Post » Tue Jun 12, 2012 7:01 am

I don't see how arrows and alchemy relate, but on the subject of weightless arrows, I agree with you. 1 arrow should have .1 weight unit. More on the subject of weight and encumberance, TES have always allowed the player to carry an obscene amount of gear.

I'd like to see the weight a player can carry effectively halved. Quest items will also have weight (but can be relocated if you drop them). But to counter this, there should be more places to safely store your loot other than just in the houses you buy.

It related in the fashion that you said Bethesda limited the player as a means to make them either have to go to a crafting station, have to go buy potions, or to not be too powerful. However the same approach is not taken to arrows, which you can have unlimited weightless number of.
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Joey Avelar
 
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Post » Tue Jun 12, 2012 9:31 am

I don't see how arrows and alchemy relate, but on the subject of weightless arrows, I agree with you. 1 arrow should have .1 weight unit. More on the subject of weight and encumberance, TES have always allowed the player to carry an obscene amount of gear.

I'd like to see the weight a player can carry effectively halved. Quest items will also have weight (but can be relocated if you drop them). But to counter this, there should be more places to safely store your loot other than just in the houses you buy.

play fonv in hardcoe mode much? :)

I love that too, but carry weight is not what we're talking about here is it?

I intentionally limit the number of potions I carry.

I like the idea of having to acquire bottles for potions ahead of time and maybe even increasing their encumbrance. Especially when you consider how much the money/weight ratio leans at higher levels.
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Nice one
 
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Post » Tue Jun 12, 2012 5:32 am

While waiting for the mod, consider using the console.Type "player.placeatme bad0c 1" which will place an alchemy lab on the floor in front of you. Then to make it go away, open the console, click the table, and type "disable". If you do this, save first incase you disable something else that causes bugs if disabled/re-enabled.
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Eileen Müller
 
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Post » Tue Jun 12, 2012 10:01 am

While waiting for the mod, consider using the console.Type "player.placeatme bad0c 1" which will place an alchemy lab on the floor in front of you. Then to make it go away, open the console, click the table, and type "disable". If you do this, save first incase you disable something else that causes bugs if disabled/re-enabled.

if only I had the console... I am stuck with only half the game still on PS3.

s'ok though, the infinite loading screens and slideshow performance give me time to carefully consider what I should buy for my next PC, and post here, and make lunches, and ...
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..xX Vin Xx..
 
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Post » Mon Jun 11, 2012 11:00 pm

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.

What do you have on you when you go out exploring? and i'm not only talking about weight but no one can carry all the stuff with them like you can in game.

You don't fast travel do you? so you can't take anything with you because nobody can in real life... so no book collecting for you.
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Alexandra Ryan
 
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Post » Tue Jun 12, 2012 6:49 am

I disagree. One of the best changes Bethesda made in Skyrim, in my opinion, was to introduce crafting and Alchemy stations.

There is a philosophical difference between the character taking an action and the player taking an action. To me, it's the difference between roleplaying and first-person shooter game mechanics. Any game mechanic that puts the emphasis on character action (rather than player action) is more of a roleplaying game mechanic in my eyes.

This is the reason why so many folks dislike going into a menu to fast travel, but like talking to an NPC to fast travel. Talking to an NPC in-game is more of a roleplaying way to accomplish the same thing.

Crafting stations were in Oblivion [the alters], Skyrim did not introduce them.
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Susan
 
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Post » Mon Jun 11, 2012 11:28 pm

I'd like that system to return, it was more interesting to look for better quality tools. Both system can coexist quite nicely.
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Lily Something
 
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Post » Tue Jun 12, 2012 2:49 am

Crafting stations were in Oblivion [the alters], Skyrim did not introduce them.
yeah, only sigil stones you didn't need the arcane enchanters. and, of course, you could magically repair weapons anytime you needed too.
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Chavala
 
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