#New Alchemy Spell

31 messages · Page 1 of 1 (latest)

craggy cypress
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I saw a couple of people leave some feedback on here about tablets for High Alchemy and such. I'm indifferent about that issue. I don't see it as having a huge impact, but might help people by providing an extra inventory slot.

That aside, My suggestion is to add a new Alchemy spell to help address the massive amount of items that have brought prices on items like rune arrows well below High Alchemy values.

I see this new alchemy spell as High Alchemy but multiple items, maybe 10, 50, 100 at a time, aimed at speeding up the removal of high volume items in exchange for High Alchemy price and a reduced amount of exp in comparison to casting High Alchemy. I think price anchoring is a pretty awesome thing and enjoy the idea of people able to remove items with this type of spell to normalize the economy.

When you cast High Alchemy 10 times at 65xp per you get 650 xp. It's a pretty easy conversion here, but in the case of the new spell we could reduce the XP per item so that it doesn't provide XP rates significantly higher than High Alchemy.

I see the ability as being much more about quickly converting large stacks of items more quickly for cash instead of putting them on the Grand Exchange and further driving down item prices. I believe in this aspect much more than having the spell as a way to farm XP for magic levels. Taking a hit to provided XP to eliminate these large quantities of items in an easier and quicker way is preferable to me personally.

I would have this spell available at a higher level of magic to be used by players that accumulate large quantities of arrows, javelins, and other alchable items. Like Raiders, Bossers, PvM players and even skillers that are fletching and then wish to quickly get rid of their stock without losing out a massive amount by reselling to a saturated market.

Thats my idea. Hope you like it.

Thanks!

potent marsh
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I dunno about high alchemy value I'd go for maybe low (2/3rds high)
Especially if each cast isn't going to cost 1 nature rune per item which would increase demand on those very strongly

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That is the price you'd get from most general stores and I've seen them flooded with stuff like unstrung maple and yew bows

craggy cypress
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I recommend high alch value because the idea is to still make money doing it, but reduce the xp gains. Theres no reason to gut the idea behind the spell, especially when Low and High Alchemy price points are anchors for many of these market values.
That change would effectively neuter the premise of Alchemy in general and remove the whole idea of why it exists.
If Jagex needs to reduce the Floor value of an item they can do it by reducing the High Alchemy value instead of targeting the outcome of the spell itself.
Also as you explain, if it costs more nature runes the higher cost would need to be offset and reducing the gold output is detrimental and effectively kills the spell as well.

pseudo blade
# craggy cypress I recommend high alch value because the idea is to still make money doing it, bu...

Alchemy is what brings gold into the game and this would arguably bring more in; here's my logic why. A lot of items are left on the ground by players who don't see value in them, allowing them to alch these items easier means they're not as much of an inconvenience to pick up and alch, which is an argument as to why this spell would be beneficial.

The problem is that more and more gold makes it's way into the game. I'm with Cami here and feel to balance it, you'd need to forfeit gold too.

craggy cypress
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I dont really understand this line of logic because items that can stack are easily collected anyway. It doesn't really shift the paradigm too much either because people colelcting things in the field would be using High Alchemy on items anyways if they are worth picking up.

The only thing this spell would address is high quanitity items that already are stackable. Also theres the question of viability. The way you explain this, you make the argument that people would spend the runes on anything which wouldn't be the case because of the minimum cost of runes.

Main idea here is that stackable items are not a huge impact to your bag space like other items which aren't exactly a main target for this type of spell.

I think the best line of argument you have here is for the introduction of more gold through the mechanics of the spell. If we look at things in terms of value instead of just "gold" you are merely exchanging values and probably shouldn't be a major issue, although i'm no expert on economics.

rapid solstice
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If there were to be a spell that mass alchs, it should be
A) Disallowed at the Fountain of Rune
B) Require at least 5x the normal amount of runes to alch that same amount of items (if 10 items, 50 nature runes)
C) Require like 96 mage or something

barren mist
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Id go for the rune burn.
100 items. 100 nats 500 fires.
65 xp.

rapid solstice
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No, it needs to have an added cost, its too strong to be able to get 100x the normal alch/hr gp like that

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Otherwise you are getting 50m/hr off like Rune Arrows or something

craggy cypress
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I think thats up for debate, Theres no way to really know the long term impact without in depth analysis. if its effective at reducing saturation then it could be that you make no profit when saturation is reduced, plus you would contend with nature runes being more popular.

rapid solstice
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Yeah, so the fast alch method would be little to no profit per item, but gets the gp quick, whereas the normal alch has higher profit per item but its slower

upbeat flint
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Why would we want more turbo inflation

barren mist
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Those items you say 50m per hour wont be 50m per hour.

rapid solstice
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Regardless, it should not be profitable to flood the game with mass amounts of gp

chilly solar
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Double alchs for 4 nats and triple alchs for 10 nats. Final offer

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Bots are alching at g.e non stop in a lot of worlds. Inflation could be curbed if they were removed from the game

barren mist
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Cost of a nature is what 100gp.
It will rise to meet the demand. And even out

No matter the ratio.

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You push for extreme rune cost. It changes nothing.
Why alch a stack that would cost more then just selling to general store.

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Dev time waste

chilly solar
barren mist
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Bots get q cape. Start to finish max cape.

Any pre req to unlock this is futile

chilly solar
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They should be well and truly banned before reaching a quest cape

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SHOULD

barren mist
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In a perfect world they should and would be.
But thousands of accounts are made. And few slip thru

chilly solar
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Ok make it an ironman only spell. Solved

/s

barren mist
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Want to stop bots. Disable vpsn and start ip ban multi log.
But all that does it hurt the $.

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Not solved. Right now as we speak there are iron only bot farms.

chilly solar
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None of which are alching

barren mist
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There are updates coming soon that will put a damper in that but wont stop them