Of course it would be even better if Geralt had a personal (long-term) relationsship with the respective alchemist/pharmacist, someone who he trusts.
cough Kalkstein cough
I hope he returns in one way or another.
Of course it would be even better if Geralt had a personal (long-term) relationsship with the respective alchemist/pharmacist, someone who he trusts.
Well, do you think he has crafted his swords himself? If he doesn't trust a pharmacy why should he trust a blacksmith? I mean the quality of his swords is even more important than the quality of his potions...
Of course it would be even better if Geralt had a personal (long-term) relationsship with the respective alchemist/pharmacist, someone who he trusts.
(for example, those potion makers who Geralt contracts turned out to be Vesemir, Eskel, Lambert etc, and they have nothing better to do, then i would swallow that)
If the 1. would be the golden middle ground for the "potion problem" (I see no problem about the W1 alchemy system, WHY CDPR, WHY), I would roll with this.
The reasons why 2. and 3. options from LordCrash are unacceptable for me, is because I'm a lore/immersion fanatic, and I can't imagine Geralt trusting such an important thing in a witcher profession and life as creating witcher potions, to someone else than himself.
As I said in chat, the only way I could accept that is that CDPR explain it in a heavily lore-wised way, that those shops/contracts are a part of a secret witcher cult as you said in the chat, or something else (for example, those potion makers who Geralt contracts turned out to be Vesemir, Eskel, Lambert etc, and they have nothing better to do, then i would swallow that), otherwise, it would be the same as auto-refill potion for me, in immersion/canon way.
My 2 cents.
Kalkstein seems to be the more obvious choice to me but yeah, someone who he trusts would be perfect of course.I am sorry, but I edited my post after you answered me. Here is the edited part, so tell me what you think of it?
Well, that sucks. Just noticed the prompt in the sign-wheel-thing, thanks.Except that he can meditate anywhere at any time. Those campfires are just a visual touch.
cough Kalkstein cough
I hope he returns in one way or another.
why don't you find it lore breaking that a bookseller can have for sale witcher formulas, since they are suposed to be "secret" and i do believe that you could buy potions if not for sure oils from Abigail in TW1
Well, Vesemir and the other witchers should know the receipes for most of the potions Geralt uses...As far as my memory goes, you couldn't find the more important potions from Witcher's laboratory from the vendors, and even if that were the case, Geralt had amnesia and the secrets were stolen, CDPR had to find a way to get you the recipes in one way or another.
But this is more of a CDPR's fault because they are creating a "solution" for a non-existing problem
That's unfortunately the oversight on devs part rather than anything you did or didn't do. If the game has not been designed to reward exploration for various ingredients, you won't ever feel the need to find anything, ever -- by design (or lack thereof). I'm probably going to be booed here for saying so, but W1 didn't really encourage any exploration at all in this respect. In fact, I'd say that it was one of the dullest aspects of the game, really great for completionists or OCD looters, but not tied so much to in-game events, plots or exploration (arguably, W2 did a slightly better job here, despite dumbing down alchemy system completely). If W3 tries to amend anything, I'd love for it to go for more hand-placed ingredients, placed in the world in meaningful places, sometimes providing a hint of sorts, sometimes giving players an incentive to venture off a beaten path, etc. Make plants and herbs collection a part of optional activity that rewards explorers by tying it to a quest, to learning the herbalist's trade (remember that skill in W1?) by squeezing more from each little plant you find...I never had to go to the swanp, or the fields, or wherever because I was in need of some kind of plant. I just took those I passed by and I was still able to create as much potions as I needed.
I wholeheartedly agree. But devs already proved an answer in the form of mutagenes (W3 mutagenes that is). The problem they introduced with that approach was creating a big and unnecessary split between regular and super potions. The mutagenic ones would last indefinitely until "switched off", which is already against the lore. The normal ones are vastly underpowered but non-toxic. By forcing that split on the player rather than letting it logically come out of a single, coherent system, devs already take a lot of experimentation out of the picture. I know there's other ways to make it better, here's what I think:Or weak potions use very common reagents and, the more powerful the potions go, the rarer the reagent so that we would use them with caution, as something that it truly decisive in a battle.
The trouble with the way alchemy was in the first 2 games was tha there were too much ingredients everywhere to make the creation of potions challenging, except, maybe, at the beginning of each game. With so much of everything, once you knew the formula of a potion, you could just spam its creation, cause you were barely limited. There was no challenge in finding ingredients, only in finding the best combination of potion to drink for somme fight.
But you're missing the point. The core mechanic is exactly the same.I only speak about alchemy, I don't care about crafting, and neither have REDs said anything about either abundance or lack of twine on every corner. If you find fault with that in W1/W2, maybe a different topic would be better to discuss it. This is about alchemy only. No room for twine
While I actually agree with everything you said, I wasn't speaking about anything like that at all. Please just read it again... Try to understand. It's not about loot. It's about using plants and ingredients in the world in more ways than simply scattering them around. What i meant was an exact opposite of what you seem to infer from my point. I too HATE collecting plants spread "naturally" everywhere. There has to be a point. I showed how it can be done in a picture in the post you've first commented on. Try to respond to that instead of rehashing what has been said in this thread by many people; believe it or not, almost everyone here seems to agree with that basic sentimentThe whole (erroneous) premise of that argument is that a system where reagents may be something more rare and harder to get but that you need to gather just once (or at least not so often) would be * implicitly* "more easy" than a system where you hit a button to gather from plants every few steps.
I honestly can't recall that this is the big argument here.Beside, I personally think the whole argument about this system being "noob friendly" and "dumbing down" it's mostly garbage; typical overreacting. And I say this as someone who generally really, REALLY doesn't like "dumbed down" mechanics.
Yep. Didn't see it as a conflict between dumbing down or keeping something, it's more about the mechanic that Reds decided to go with that seems to get people a bit miffed.I honestly can't recall that this is the big argument here