I had a little idea I wanted to share - Potion effects are unknown until used.
It would add an interesting experimentation attribute to the potion brewing. Imagine - You could be the evil scientist that you've always dreamed to be and test your potions on yourself or others! Once used the effect can be seen, but when brewed for the first time all the potions are "Unknown".
When playing multiplayer, you could use your friends as lab-rats! Maybe pay them a few emeralds for testing your potions on them! How does one create a weird potion from fungus that grows in hell and instantly knows what it does to you, anyway?
Please list your opinion below or use the poll. Good luck, everybody!
Not really useful since we all use the wiki to look up the brewing recipes anyway...
We would already know the effect, this would just be annoying for the first batch we brew.
Not really useful since we all use the wiki to look up the brewing recipes anyway...
We would already know the effect, this would just be annoying for the first batch we brew.
What's the point of playing if you look up everything anyway? Why not have a crafting mechanic like the Xbox one so we don't even have to bother with that, then?
I don't see how looking anything up at all de-validates playing the game. (Also, I don't know anything about the X-Box version. I've never played it and I never will.)
I actually like the idea of random potion effect.
Although the "ingredients" used should probably be made more generic. Right now, potion effects do have some bearing on their ingredient (for example, blaze-powder creates potion with power or fire related effect. Randomization could involve one setting you on fire and the other make you immune to fire).
For potion randomization, I would suggest the following.
All base potion must be brewed by "brewing" nether wart into a bottle of water.
Primary effect of potion is determined by a combination of dye and potion ingredient, with the effect of each dye randomized at world generation and fixed afterward (primary only, so 7 colors). Potion ingredient gives a rough indication on what the potion effect could be.
Blaze Powder - Attack/Fire based
+ Fire resist. Stronger melee. Faster bow charge.
- Set on fire. Reduce defense.
Sugar - Speed/Health/Hunger Related
+ Haste. Swiftness. Add food bar + nourishment.
- Nausea. Reduce defense.
etc.
Standard modifiers by redstone/glowstone and gunpowder can be applied (so for the negative potion effects, you can make it throwable. For example, a potion that set things on fire can be thrown to set mobs on fire!).
I actually like the idea of random potion effect.
Although the "ingredients" used should probably be made more generic. Right now, potion effects do have some bearing on their ingredient (for example, blaze-powder creates potion with power or fire related effect. Randomization could involve one setting you on fire and the other make you immune to fire).
For potion randomization, I would suggest the following.
All base potion must be brewed by "brewing" nether wart into a bottle of water.
Primary effect of potion is determined by a combination of dye and potion ingredient, with the effect of each dye randomized at world generation and fixed afterward (primary only, so 7 colors). Potion ingredient gives a rough indication on what the potion effect could be.
Blaze Powder - Attack/Fire based
+ Fire resist. Stronger melee. Faster bow charge.
- Set on fire. Reduce defense.
Sugar - Speed/Health/Hunger Related
+ Haste. Swiftness. Add food bar + nourishment.
- Nausea. Reduce defense.
etc.
Standard modifiers by redstone/glowstone and gunpowder can be applied (so for the negative potion effects, you can make it throwable. For example, a potion that set things on fire can be thrown to set mobs on fire!).
Not a bad idea! Also, things like vines or lily-pads could be used in potions (mainly for poisons).
But why not have more interesting things like levitation[only straight up] and water walking?
Or feather falling?
Not sure about the levitation potion, but the other two seem pretty cool (lulz terarria)! I don't know. Levitating because you drank a potion seems less like a magical potion and more like acid.
Edit: Holy flipping guinea pigs! AN ENCHANTED POTION! A normal potion but with additional aspects and maybe even levitation! Even better, the item becomes all cool and shiny after enchanting!
I want a splash potion of auger spree....
for those of you whom don't know an auger spree is when a bunch of really sharp demonic plants grow up from the ground and stab you
It would add an interesting experimentation attribute to the potion brewing. Imagine - You could be the evil scientist that you've always dreamed to be and test your potions on yourself or others! Once used the effect can be seen, but when brewed for the first time all the potions are "Unknown".
When playing multiplayer, you could use your friends as lab-rats! Maybe pay them a few emeralds for testing your potions on them! How does one create a weird potion from fungus that grows in hell and instantly knows what it does to you, anyway?
Please list your opinion below or use the poll. Good luck, everybody!
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Retired StaffWe would already know the effect, this would just be annoying for the first batch we brew.
What's the point of playing if you look up everything anyway? Why not have a crafting mechanic like the Xbox one so we don't even have to bother with that, then?
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Retired Staff*drinks potion, turns out to be poison*
And that's why you should test it on your friends.
Or brew it into a splash postion and test it on a pig.
But...what about the bacon?
Although the "ingredients" used should probably be made more generic. Right now, potion effects do have some bearing on their ingredient (for example, blaze-powder creates potion with power or fire related effect. Randomization could involve one setting you on fire and the other make you immune to fire).
For potion randomization, I would suggest the following.
All base potion must be brewed by "brewing" nether wart into a bottle of water.
Primary effect of potion is determined by a combination of dye and potion ingredient, with the effect of each dye randomized at world generation and fixed afterward (primary only, so 7 colors). Potion ingredient gives a rough indication on what the potion effect could be.
Blaze Powder - Attack/Fire based
+ Fire resist. Stronger melee. Faster bow charge.
- Set on fire. Reduce defense.
Sugar - Speed/Health/Hunger Related
+ Haste. Swiftness. Add food bar + nourishment.
- Nausea. Reduce defense.
etc.
Standard modifiers by redstone/glowstone and gunpowder can be applied (so for the negative potion effects, you can make it throwable. For example, a potion that set things on fire can be thrown to set mobs on fire!).
Not a bad idea! Also, things like vines or lily-pads could be used in potions (mainly for poisons).
But why not have more interesting things like levitation[only straight up] and water walking?
Or feather falling?
Not sure about the levitation potion, but the other two seem pretty cool (lulz terarria)! I don't know. Levitating because you drank a potion seems less like a magical potion and more like acid.
Edit: Holy flipping guinea pigs! AN ENCHANTED POTION! A normal potion but with additional aspects and maybe even levitation! Even better, the item becomes all cool and shiny after enchanting!
for those of you whom don't know an auger spree is when a bunch of really sharp demonic plants grow up from the ground and stab you