Butchery Specific Tool

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Re: Butchery Specific Tool

Postby Hasta » Sat Jul 02, 2016 4:35 pm

APXEOLOG wrote:I don't want to waste inventory slots for one more pointless tool. Bad idea

APXEOLOG wrote:I always have scythe on my farmer

Sooo... if there was such thing as a special tool for more convenient butchering, you wouldn't have it on your butcher just to save a slot or two?
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Re: Butchery Specific Tool

Postby shubla » Sat Jul 02, 2016 4:36 pm

Hasta wrote:
APXEOLOG wrote:I don't want to waste inventory slots for one more pointless tool. Bad idea

APXEOLOG wrote:I always have scythe on my farmer

Sooo... if there was such thing as a special tool for more convenient butchering, you wouldn't have it on your butcher just to save a slot or two?

But waht if he uses farmer as butcherer?
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Re: Butchery Specific Tool

Postby Hasta » Sat Jul 02, 2016 4:39 pm

shubla wrote:But waht if he uses farmer as butcherer?

That's an irrelevant question. Let's wait for the man to answer, shall we?
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Re: Butchery Specific Tool

Postby vatas » Sat Jul 02, 2016 6:11 pm

I've been trying to suggest since year ago. Basically, to add new viable butchering tools, you need to make the type of tool to affect the tool's effectiveness. Right now I'm using stone axe that arbitrarily is better than anything I can make from metal.

Some steps towards this have been taken, with pickaxe having its quality modified by 2 compared to stone axe when mining (it's also has always hit the rock faster than axe) and scythe given (or will be given) stamina drain modifier based on quality.

Simple version could be rolled out with axes and chopping the trees, to test the system mechanically and get player feedback and chance to get prepared should the more radical change occur.

Note: if I understood correctly, "asymptotically" in context of haven currently means that Knarr can have speed of 4 to 8, starting from 4 (presumably at q0) to 6 (presumably around q40-90) to 8 (theoretical at infinite quality, 8 can be approached but never actually reached.) Like current geometric scaling used in quality, this is meant to have early points in quality increase matter more.

Stone axe: 0.5x to 1.0x (increases asymptotically) rate of chopping trees
Bronze/wrought iron axe: 1x to 2x (increases asymptotically) rate of chopping trees
Steel axe: 2x to 3x (increases asymptotically) rate of chopping trees

Possible early draft values for various new sharp tools:

Stone knife: 10-100 softcap for butcher/skinning, depending on quality with asymptomatic scaling.
Bone knife: 20-200 softcap for butcher/skinning, depending on quality with asymptomatic scaling.
Iron knife: 30-300 softcap for butcher/skinning, depending on quality with asymptomatic scaling.
Bronze knife: 40-400 softcap for butcher/skinning, depending on quality with asymptomatic scaling.
Steel knife: 50-500 softcap for butcher/skinning, depending on quality with asymptomatic scaling.
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Re: Butchery Specific Tool

Postby SiO2 » Sat Jul 02, 2016 8:28 pm

One-steel bar cost curving tool as a late-game spiraled tool would be good enough. Otherwise we need other kind of quality spiraling industry, which is not worth a single knife to introduce.
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Re: Butchery Specific Tool

Postby APXEOLOG » Tue Jul 05, 2016 1:58 pm

Hasta wrote:
APXEOLOG wrote:I don't want to waste inventory slots for one more pointless tool. Bad idea

APXEOLOG wrote:I always have scythe on my farmer

Sooo... if there was such thing as a special tool for more convenient butchering, you wouldn't have it on your butcher just to save a slot or two?

No i don't want special tool for it. Hunters usually butcher creatures, so for melee we already have sword or we generally have an axe.
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