Fireheart asked me for some input on alchemist's fire lore and the like, and so I'm here!
First thing, if you have sugestions, or blanten things you want to say are OP or whatever, please, PLEASE send me a PM, talk to me on skype or make a feedback thread named "How to fix alchemist's fire." This potion is perhaps the most unique potion in LOTC, but I can't make it better if players don't come to me with sugestions and well written explanations of the problems they find with it.
Now, onto the lore. Unlike DPM says, alchemist's fire works 100% of the time. Meaning unless the bottle is being passed carefully through hands, it will break. The chances of someone catching a thrown bottle and it not blowing up in the catcher's hand is almost none. Now, the lore also says there is a chance for the bottle to blow up when thrown. The chances are 30% when thrown far, 15% when thrown close, and 0% (Yes, you can not screw this up unless you miss or someone hits you) when being dropped. There is also a 30% chance of it breaking on someone's person if the person is carrying the bottle on them, and they get hit strongly (into a wall, pushed into the ground, etc). The reason for these precentages though, is quite simple, it's to stop players from just having alchemist fire on themselves when needed, since this is for roleplay situations. Players could just BS before and say "I have alchemist's fire on me" whenever they liked, because there was no MC item to represent it. The rule continues now, but now you also have to have the MC item with you when using it in RP.
Onto the mechanics. It causes some lag, but it would be minimal. The potion only creates 6 blocks of flowing lava, and that's it, nothing else is created or removed. That is all the potion does, it creates 6 blocks of lava (center, 4 sides and top) and then the lava flows naturaly, and disapears naturaly, this way making coding a LOT easier and a lot less lag. Other ideas were to set all the blocks around where the potion hit on fire, but that has the problem of fire not going out in LOTC. Other things about the mechanics of the potion, is that it fails if it hits too close to water, or hits 3 blocks above a block. This is to stop down flowing lava, and to stop the lava from destroying water. Either way, I believe that was the reason why alchemist's fire might have not worked all the time in the snow battle, there might have been water near the hit.
As for combining lore with mechanics. I'm a lore master as well as a coder, so I am of the thoughts that lore and plugin should be made as closely together as they can. Yet, as both a coder and a lore master, I want both the lore and the plugin to be used. This is why the percentages of blowing up on one person don't exist, they would make almost all of the use of alchemist's fire, null. Believe me when I say that if you have a 20% chance (1 in 5) of spawning lava on top of yourself and your allies, you won't ever take the risk. You will be more afraid of a failed thrown, than achieving a good one. That was one of the main things about the percentages being added to alchemist's fire, stopping their exagerated use in roleplay. Still, in roleplay, you don't die if you fail a throw, you get badly burnt and incapacitated, but you are still there, rp'ing, and can be saved, can be killed, can try to run, etc. In mechanics though, it's *right click, potion fails* "**** LAVA SPAWNED ON ME!" It's not someone else throwing the bottle, it's not someone else spending probably 500 minas to kill you, it's you spending 500 minas to kill yourself. As such, placing lava under the thrower will not be an implemented feature in the potion, yet, there can be others. Another idea I have is instead of lava being spawned under the thrower (which would kill him and every ally around him), I could place him on fire. I have some ideas on that, so someone make a feedback thread or something stating the problems of the potion and present a few solutions you might think and I might do a change. The other part of the lore is that the potion breaks when being hit. Have you imagined this in a PVP fight? It'll probably be pretty nice, but... it'll probably mean that no one in their right mind would ever carry around alchemist's fire. And also, considering all the banter hits and joke hits and missclick hits that exist in LOTC, blowing up alchemist's fire after being hit will not be implemented... at least not normally (might be some things I can make to have it as an easter egg explosion sometimes, but it will not be a primal feature.)
Last thing to mention is that gathering the ingredients to this potion is VERY hard at the moment (at least until the herbalism plugin is added). This makes each potion very expensive, because it also requires great alchemists.
A lot of text, but I hope it's enough to give all the info reguarding alchemist's fire, and help you all reach a conclusion on this. My opinion which is pretty useless, allow alchemist fire only in sieges, and make a feedback thread to try and discuss how to fix the potion. Also, the attackers need to learn that you can throw alchemist fire over walls and through holes. It is a lot worse for defenders to have alchemist's fire blow up inside a narrow place like a room or the top of walls, than it is for the attackers to not be able to attack for 10 seconds.