Here I go again...
OndrexCZ said:
Juuuhan in your opinion simplification makes game better? I don't think so. I think alchemy system in TW1 was enjoyable.
If you read my reply you shouldn't have made that assumption. Anyway to make it even clearer.
I never addressed simplification as a good thing.
I never addressed that complication is either a good or a bad thing.
I addressed that meaningless complications that only serves the purpose of prolonging a process and add grind value is bad.
Just because person A like something and person B dislike something that doesn't mean it is good or bad. Tell me how looting and using alcohol add in any way value to the existing alchemy in TW 1 except it "looks and feels cool".
Moving on, you (and many other) only address why W2 alchemy was bad and inferior to W1 in all areas when this in fact is a lie. W2 added negative effects of potions which created strategy on which potion to use. It also made so that no potion is useless as sometimes you might prefer a weaker one with no negative effects over a stronger one. Also it added alchemy tree which is something W1 didn't have to future make it "fleshed" out. This is also alchemy not just how you make potions and oils.
The only thing that TW 1 did better in objective non-grinding way, was the additional substances and the possibility to experiment (which in my previous reply, state that this need to be re-done to avoid people just going to google) and that's what we should take from TW 1 alchemy, so that new people don't find it annoying and time consuming but on the same time reward players who want to go further in depth with alchemy.
This is complexity, not just having random shit as a necessary component to make a bottle of Swallow.
OndrexCZ said:
...the different varieties of alcohol, do add to the game's atmosphere.
Also that you can convert the low quality drinks into white gull did not feel like a nuisance to me, but like something a witcher in Sapkovski's universe might actually do -> again, immersion and atmosphere are improved by this.
I have nothing against if people want to add alcohol as a method to increase the atmosphere, though this is something you can manage and do in a hundred different ways that doesn't make Alchemy a drag for both new and old players and seeing this topic was about adding mechanics into potion making that's what I addressed here and not whether we should add these items for atmosphere and immersion.
Also be careful when you are referring to atmosphere and immersion as this is different for every human being and what you find atmospheric doesn't necessary mean that the next one does.
It wasn't a nuisance but it was unimportant. What's the point with having different types of alcohol if everything is just turned into White Gull? The core products serves no other purpose than to prolong the exact same outcome and increase grinding. With White Gull it doesn't matter if you have a low class alcohol or a high class alcohol, what only matters is the number of ingredients and how much time you are willing to invest. And again, it fills up your inventory with a lot of random items that will be more of a inconvenience for players than anything else.
If you want alcohol that serves a purpose in The Witcher we really need to put on a thinking cap on what sort of purpose this could be and not just assume that it was perfect in W1 and broken in W2 because that was not the case.
Witcher 1 alchemy was far from perfect, Witcher 2 was also far from perfect but at least they removed the pointless grinding and all extra content that was necessary for potion making. However let's end this on a high note (as I hate going back to topics) with a couple of ideas that actually serves a purpose.
What we really want is a alchemy system similar to TW 2, where you can with talent points invest to gain additional or different benefits from using additional substances in your potion (as well as before eliminating negative effects) +1 Convenient and Complexity!
Introducing alcohol in a easily accessible manner like going to inns and buying from merchant (after all you don't make potions out of cheap beer by the drunkard outside) with then the possibility that said alcohols can further improve potions (but maybe other effects to differentiate them from the additional substances you find in the wild), however again make this not mandatory so people can explore and craft base potions in peace if they so like. +1 Convenient, Complexity and Drunkenness!
Then with additional substances, alcohol that serves a purpose both as bribing NPC, drunk mini-thingies as well as adding complexity to alchemy (not just more inconvenience) and talent points in the tree you can really experiment yourself in how to make your build unique and different from all other alchemy builds as well as being greatly stronger than other non-alchemy builds in that specific area.
Also it might have a quite natural transition on players increasing the difficulty setting. On easy regular base potions is enough, on Normal perhaps you need to invest some talent points to make them better, on hard you better get all accessible components to experiment and make your potions as good as possible. Nice and easy transaction which also is a more fluid level to let people become better at the game.
Just as an example.