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Modify Un-Tradable Potions

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Mesek
Aug Member 2022

Mesek

Posts: 210 Silver Posts by user Forum Profile RuneMetrics Profile
Current State:
Right now there are a breadth of Un-Tradable Potions. I believe the intention behind this was to make those potions more rewarding to use for players that took the time to unlock their powerful benefits.

Problem:
However, at the same time they can be frustrating to craft when that is not part of the game you enjoy. There will be times when players are in the flow of PvM, for example, and then realize, oh crap I am now out of X potion and they then have to take a break to gather the resources and craft them when they would much prefer to be able to quickly buy them. Frustrating.

Potential Rework Solution:
To still keep these rewarding potions behind the skill wall of needing to take the time to unlock the item and train your herblor skill, here are 3 potential ideas to bridge the gap.

1. Make them a restricted tradeable item - The only way you will be able to buy/sell this item, either player to player or on the Grand Exchange, is if you have unlocked the ability to craft the potion in the first place.
This way, players still desire to work towards unlocking the potions, but now provides benefits to both skillers and PvM'ers as it can now be a profitable trade item for skillers and a more quickly acquired benefit for PvM'ers.

2. If solution 1 (my personal favorite) is too challenging on the backend to accomplish, make the potions a full tradeable but restricted use item. Similar to how you can buy and sell gear but are not able to equip it if you do not meet certain requirements. This now still makes the item tradeable but while still requiring you to unlock the potions to realize their benefits, however now the trade has become much more widely accessable to all players and maybe becomes a flippers item as well rather than just a skiller to PvM'er trade.

3. Create an NPC with Small Daily stock who you can only purchase from after unlocking the potions. The price in shop will be dictated based on total raw material GE prices

03-May-2023 00:44:24

Mesek
Aug Member 2022

Mesek

Posts: 210 Silver Posts by user Forum Profile RuneMetrics Profile
The Benefit to solution 3 being, while the potions remain untradable player to player, it would still serve as a quick emergency "oh shoot i ran out of potions but my aura has 30min left" small replenish stock until the player later takes time to recraft all their PvM potion stock afterwards. However, this is my least favorite as it still persists the issue of having to craft all the potions yourself in the long run when they really could be made tradeable in my opinion.

03-May-2023 00:47:23

Adarajin
Jan Member 2005

Adarajin

Posts: 14,238 Opal Posts by user Forum Profile RuneMetrics Profile
Personally, I'm more of the mindset that you should plan out your gameplay a bit to at least having supplies in your bank for the activity you want to do.

I have to agree with Rikornak in that if we have this update, 3 is probably the best because it is not a huge supply (so you can't just rely upon it) and it is also a gold sink :)
Rikornak said :
I like idea 3 most, since it also could serve as some kind of gold sink. But it's certainly important to keep the herblore levelling benefit intact.
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

09-May-2023 06:03:59

Mesek
Aug Member 2022

Mesek

Posts: 210 Silver Posts by user Forum Profile RuneMetrics Profile
I hear you Adarajin about the careful planning, however that was more of an example situation. The main point was players that dont enjoy spending the time crafting these potions and would prefer to pay others money to get them who might enjoy crafting them for skilling or money making.

If these potions were still kept behind a skill wall (like in all solutions proposed), where the player still has to level up Herblore and go through the process of unlocking the potions first to be able to use them, what the opposition would be to letting them become tradeable for those players so they dont have to spend time making their potions if they don't enjoy that part of the game.

That's the main pain point I am trying to address :) The potions still remain restricted in use but more easily acquired after unlock. If you prefer crafting your own potions great! If you don't, then you don't have to :)

09-May-2023 08:06:18

Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
I feel like players should have to put in the time to make their own potions. Overloads are basically required for combat. I don't need to be told when my potion runs out, the game is balanced for them.

But if they did something like this I would definitely prefer the NPC route and add some herbs to the deal. We'd have to overpay with herbs and GP.

Herbs are in a bad place. The recent farming update made it so any player could farm enough for their own use, weakening the market. At the same time other potions were made tradeable and that really weakened the herb market.

So I don't think tradeable is a great idea, for balance, gameplay or the economy.

Edit: I should also point out the recent addition of Protean herblore training, which is a HUGE balancing problem for herbs.

09-May-2023 12:22:45 - Last edited on 09-May-2023 12:27:12 by Roddy Piper

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