tyrtix wrote:are you aware that capping the check is worthless? if you have 20 survival and check the ql, if ql < skill you get answer, if ql> skill you still get answer, the system will still tell you that ql is over your skill.
Btw, i'm not sure it's a doable thing...even if could be useful.
For dowsign rods, i second the option because with the new well system, we don't need at all the rod: just try to build the well in 3 different places and triangulate the best spot for building the well, also we need a way to know where is the ql, as every player will seek the best ql regardless of the building materials needed.
Why instead just not put in 2-3 skill steps at wich we can build a deeper well, with more mats, that will give better water ql?
trying to understand what he is getting at here...
Testing the water with a "w/e" has always been cap by survival. This is to combat early world scouting bots.
Checking Q with a skill is doable. they've had it in the game before, but removed it do to a bug. has been yet to be put back in (not top of their list)
Wells are based on the water nod they are being placed on. if you find a water spot of Q40 beside a river then make a well next to it. the well will be 40. digging once will give q48 (+8 every dig) and so on.
But finding Q90 river and digging beside will give q90 well.. resources will be the same amount as the q40 well.
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+1 to the idea of testing water with your finger.