Does survival turn redundant in mid/late game?

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Does survival turn redundant in mid/late game?

Postby Shask » Tue Jan 18, 2011 3:01 am

Well I'm thinking of trying to get survival, by focussing most of my LP on it (I'm in a village). I know survival is useful for e.g. stone axes, bone saws, but does the skill get less useful as the game goes on? Or are high survivalists good for e.g. when you get tamed animals and need to skin/butcher them?
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Re: Does survival turn redundant in mid/late game?

Postby Zamte » Tue Jan 18, 2011 3:16 am

Bone saws of high quality will become a commodity once you've got high survival and decent trees. They're a fairly important part of the quality grinding process, particularly because you will need them in order to get your fuel quality up. Having 200 survival (the highest that has any effect currently) will help in such a situation.
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Re: Does survival turn redundant in mid/late game?

Postby DDDsDD999 » Tue Jan 18, 2011 3:20 am

Well, with 200 Survival, you get the max softcap for Butchering, skinning, and Collecting bones. Over 200 survival, it's really just for Crafting Slings. But with the new leather reguirement, and farming update, I doubt anyone will get 200+ Q Slings. Forgeables also are softcapped by survival, but I doubt theres any Q200 + Soil. It comes useful for mostly Animals.
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Re: Does survival turn redundant in mid/late game?

Postby Punkk » Tue Jan 18, 2011 3:41 am

Not to mention a q200+ sling would be a waste of time.
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Re: Does survival turn redundant in mid/late game?

Postby Grog » Tue Jan 18, 2011 11:34 am

Punkk wrote:Not to mention a q200+ sling would be a waste of time.

*onehits bear*
meh,.... NOT :D
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Re: Does survival turn redundant in mid/late game?

Postby DatOneGuy » Tue Jan 18, 2011 12:03 pm

Punkk wrote:Not to mention a q200+ sling would be a waste of time.

No it wouldn't. The damage on them was fixed, in turn they now require leather. NOT THAT IT MATTERS WITH THE FARMING NERF

If the farming nerf was gone you'd be able to get much better slings eventually but almost never reach the point we did last world. ( peak was [unconfirmed] q1010 seeds I've heard). In any case, yea, you'd never get there, but raising the Q as high as possible would still be worth it to 1hko some other animals.
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Re: Does survival turn redundant in mid/late game?

Postby Gedrean » Tue Jan 18, 2011 2:14 pm

DatOneGuy wrote:NOT THAT IT MATTERS WITH THE FARMING NERF


When you say Farming Nerf do you mean how all crops eventually become q0 and there's no point to farming for quality product anymore? ;)

Or which are you referring to?
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Re: Does survival turn redundant in mid/late game?

Postby Grog » Tue Jan 18, 2011 2:31 pm

think so
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Re: Does survival turn redundant in mid/late game?

Postby Demiwar » Tue Jan 18, 2011 2:37 pm

Gedrean wrote:
DatOneGuy wrote:NOT THAT IT MATTERS WITH THE FARMING NERF


When you say Farming Nerf do you mean how all crops eventually become q0 and there's no point to farming for quality product anymore? ;)

Or which are you referring to?


Basically, the new soil soft cap.
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