With “how to read tooltips” I also meant “interpreting them right”. There’s only one tooltip highlighed – the one with the ingredient you actually added. Just ignore the additional other tooltips.
The wiki also does not state that the 3 ingredients go into the first three slots – it is just a list of known working recipies. Just add a frog, a sparkfly and eagle feathers (in any order) to your potion, let Cesselia mix it and use it on the spider. Congratz, the first quater of the heart is done.
Problem is, when you add frog legs, it goes into a potion slot with ferns, with which it isn’t compatible. The things that go into the slots with sparkfly essences aren’t compatible with them. You can’t predict which slot new items will choose to go, and you can’t take out the incompatible items. All of the things tell you that they have already been added, even the first time you add the first item.
If you tried this inside the game, I think you would come to one of two conclusions: either you see behavior completely different from the behavior I see (I think the first toon you take through, at least, sees the simple behavior; or maybe it’s a server problem), or it is broken. I would not be surprised or upset if you told me you were seeing different behavior—EVERY DE that is broken shows behavior different from normal.
Incidentally, I originally filed this post in the Bugs forum. It got moved here, which may have subtly changed what it appeared to be, from a bug report (“this is broken”) to a rant/complaint (“I just don’t like this”). Although admittedly it had a lot of rant in it.
From an interface point of view, if I am making the potion, I get control of my hands, which means I choose whether to work on one potion at a time or five. And I get to choose which slot an ingredient goes into. Any deviation from this requires a good explanation from the game, and a clear and logical connection between what I am doing and what the interface shows.
I’ve already listed the things I thought should be changed, and I think maybe the pre-existing, undeletable items are a bug, but just for grins I’ll assume the behavior I’m seeing is just poorly designed, and I’ll describe what I’d do to make it work.
First, change the added message from “You’ve already added X” to "X has now been added to potion slot Y. If other ingredients are present, add “this is [In]compatible with the existing ingredients.” IF a player tries to an ingredient twice, and if the designers don’t want to support the complexity of multiple quantities of the same ingredient, then add a message “You’ve already added X to potion slot Y, we don’t need any more of that ingredient there.”
Second. Highlight the potion slot into which ingredients will go, in some way. Perhaps change the slot pictures to show four of the slots as having vials with closed tops, and one of the slots as having a brighter vial with an open top (that vial being the one into which any new ingredient would be added). And, very importantly, let the user click on another potion slot and select that as the slot into ingredients will go. For example, slot 2 is highlighted, so potion 2 will get anything I pick up, but then I click slot 3, and now all ingredients will go to potion 3. Tooltips show all ingredients, as they do now. By default, if a player hasn’t even talked to Cessellia and clicks on an ingredient in that area, as almost every player will inevitably do, it should go in potion slot 1. Or, put up a message saying “This is a potion item. Cessellia should know what to do with it.” and let the players check out a potion kit from Cessellia in the same way you get disguises and special weapons from other NPCs.
Third. If you want to start players out with potions that have existing ingredients, EXPLAIN that clearly through the npc and the tooltips on those items. “I [Cessellia] have already started these potions, and unfortunately these ingredients seem to be stuck to the vials so we can’t get them out—can you find compatible items to finish these potions?” “Undeletable item—see Cessellia for explanation.”
Fourth. Never, never, NEVER, can adding one potion ingredient to one vial mess up all the potions. Unless you also add the possibility to throw out the whole potion set (including any fouled-up pre-existing undeletable ingredients), and start with a new one. Certainly if its very presence anywhere ruins everything, you cannot just remove it from one vial and fix all of them.