Combat Changes
- When I have a shield in my toolbelt, but go to chop a tree for example, it replaces my shield with a tool, putting my shield into my toolbelt. When initiating combat, I often forget my shield is still in my toolbelt. This means that either I fight without a shield (which means a terrible 50% block strength), or I am stuck for several moments searching through the menu and opening my toolbelt to manually switch my shield in again. Either the tool should automatically switch back to the shield after use, or when initiating combat, consider a shield the used tool for the task, and switch it in automatically. After all, it is called a Hunter's Toolbelt, and thus should be useful for a hunter (this may apply to the sword as well).
- There was recently a lot of fuss over not being able to see the quality of animals anymore. While this has been improved to being able to see the quality of dead animals, it gave me an idea for 2 new combat utility moves. They both revolve around checking the opponent out, so here they are. The first ability is Check Strength, which should have different effects depending on if it is used upon an animal or a human. If used on an animal, it should give some indication as to the quality of the animal(whether through straight outputting quality or through hints eg. "This deer is a majestic beast! It won't be easy to take down."). If used on a player, it should give a comparative hint about how strong they are (statswise). An example of this would be, "You can easily beat your foe in a fistfight. You feel that your opponent's swordfighting skills rival yours. Your foe is quite obviously extremely talented with the bow." The other skill might potentially allow you to see a copy of your enemy's equipment screen(can not steal), with visibility of what items and details depending on your perception vs. their stealth. These skills allow you to see what you are getting into within a fight.
- Binoculars, which allow increased render range to see creatures and players(forage potentially as well, but depends on factors of balance and server load), I think that somebody watching out should have the advantage of knowing an enemy is there before they know you are there. For example, let's say you are waiting to raid a resource node(maybe break palisade, maybe just waiting for it to refill). This is very risky, as the owner or someone else might come around at any moment and kill you. However, if you have binoculars, you could see them and have quite a warning, potentially enough for you to get away undetected if you sprint quickly. Watching out for raiders is another situation.
- Animals, and potentially players, slow down considerably when having taken many wounds at once(exclude rage mode bears from this). I simply cannot imagine being stabbed a couple times, bleeding near the brink of death, and still running like a madman. Having large wounds could prevent players from turning their speed slider past a certain speed until they heal.