Today marks the release of a project we've been working on behind the scenes for some time: the synthesis/transmutation revamp!
We've been unhappy with the state of Synthesis for a while now. It was not very interactive, and mostly involved a lot of people running scripts and sitting still repeating commands over and over. At the same time, we like the RP involved and wanted to keep it special and distinct from harvesting (and to make sure each had their own advantages and disadvantages). Hopefully this strikes a balance, offering more gameplay, some uniqueness, and less tedium.
I wanted to offer a chance for people to ask questions about the changes - questions about how things work, why we made the change, and anything else transmutation-related that's on the mind!
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And are there any plans to make serverside curing able to use a mix of minerals and herbs? The new system seems like it's going to lead to much more varied pricing/availability, which would makes the ability to not be stuck with one system or another a pretty big bonus. Being stuck entirely with the whims of one set of pricing or another seems like it's now a much bigger penalty for people without the ping to go clientside and use both.
It is also very possible that transmutation reactants cost may change. The reactants cost acts as a lever we can adjust as needed, which is one of the reasons there are barriers in the way of stockpiling reactants for future use. I don't know if we'll need to adjust it yet, but we wanted to start with a relatively conservative value, especially while offering tradein on prime and metal stockpiles.
I can't speak to mixing minerals and herbs. It's possible that we might revisit this at some point, but it's not on the list right now as far as I know. In general, one of the purposes of transmutation is price stabilisation - no mineral can ever be more expensive than the cheapest mineral and the transmutation cost. In fact, it's potentially cheaper since the first 200 minerals a month are free! If shopkeepers are needing a lot of transmutation done, it might be time to start setting up networks of smaller transmutationists rather than relying on one or two to fill massive orders!
Rogues may still purchase reactants from the alchemists in any of the city labs (and non-rogues can purchase reactants in foreign cities too).
Synthesis/transmutation has always been tied more strongly to the cities, and the labs have always been city-affiliated. Life is hard for a rogue!
Note that there is no additional cost for rogues on extracting though, and every mineral can be extracted once you know where to look - unlike the old system, transmutation is never actually necessary.
That is, if I am understanding this correctly.
I'll look at this again once things have calmed down a little. Extraction activity is very high right now as people try it out, almost certainly much higher than the steady state will be, and people are also trying to extract from many of the same common places just to try out the skills, while eventually people will be spreading out to different areas in search of particular minerals, and people will also begin to discover alternate areas that are a little off the beaten path.
It is worth noting that extraction does not extract more from rooms with higher abundance. That's a benefit unique to plants, and one of the advantages/disadvantages of Harvesting (Extract pulls more minerals than a Sparse harvest, fewer than an Abundant harvest). So long as there are enough for a full extract, a Sparse room will yield just as many minerals as an Abundant room.
Edit: The ab file is right, it's per day (IC day). Apparently I don't remember my own code! It works exactly the same as the cooldown on harvesting plants.
We previously moved to unshackle classes from trade skills and this seems like a distinct step back in the other direction.
Rezzing takes 5 salt.
Homunculus takes one prime (not sure what people normally use), per login/death if they keep it up at all times.
Etherchannel takes 2 of the appropriate metal, none of them lead to especially useful or frequently-traveled places for most people, so it's not something that will be used constantly.
In all the years I played an alchemist, I don't think I went through 500 of any prime/metal if you don't count synthesis/transmutation.
Question: Do the benefits of the Master Metallurgist and Gloves of Extraction still apply to extracting minerals?
Possible, but likely only for future alchemist class abilities/changes. Primes and metals are now the purview of alchemists, with their deeper knowledge of the alchemical mysteries. That's why we offered the tradein!
I imagine they could also end up used for more general alchemy RP as well, when player orgs are trying to do alchemy/transmutation-related stuff.
Yup! HELP TRADESKILL ARTEFACTS is already updated. Master Metallurgist is being updated to Master Extractor, granting a 1/3 chance at an additional mineral when extracting (just like Master Harvester). The functionality has already been changed, the actual display info for the trait should be fixed later today.
Results of disembowel testing | Knight limb counter | GMCP AB files
zGUI 4.0 - A Free GUI for Mudlet 4.10+
This would be enormously helpful.
This change, however, I can fully get behind. As a matter of fact, I've been up since 4am Saturday and am currently pulling a 12 hour work day today with no sleep, because I was so excited about it last night that I went on a full blown exploring bender. Which isn’t really something I’ve ever been interested in before.
Reminds me of some of the insane all-nighters I used to pull when Achaea was new and fresh back years ago!
Well done, guys.
You should only really need to do MINERALS once per area, and once you're familiar with some areas where you commonly extract, you won't have much reason to check it at all.
It's also somewhat purposeful: the idea is that minerals involve having to sort of "take a sample" rather than just learning to passively spot plants - another small difference between extracting and harvesting. (I wanted to make the command SAMPLE originally to make it feel more IC, but that's already a command and MINERALS is easier to remember since it parallels PLANTS.)
Environment is already in GMCP, which makes automating harvesting relatively simple. All you need to build is a map of environments to plants; there aren't that many environment types, and the AB files for Harvesting generally give you a hint at which one(s) a given plant will be found in. An environment type can have multiple plants, but that's a tiny bit of added complexity to your script, not a massive roadblock. Having plants in GMCP would only really be useful for specific rooms/areas where you can't actually harvest anything (Mhaldor Isle being a notable example).
Minerals requires a map of individual areas to a single mineral; the coding isn't the difficult part there (not that harvesting is difficult), it's actually populating that table for every area. Having minerals in GMCP would eliminate the need to populate that table yourself, but you'd still need to go out and actually look for areas that have the minerals you want.
Results of disembowel testing | Knight limb counter | GMCP AB files
I generally prefer not to send commands to the game unnecessarily, because while it takes a little bit more effort from me when writing the script it's better for the game overall.
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files