Softcap on tools instead of products

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Softcap on tools instead of products

Postby ErdTod » Tue Apr 09, 2019 10:09 am

Hello!
The idea is to apply softcaps to tool qualities instead of products made with them. I.e. if you equip a bone saw of q 90 with carpentry 10, you'll see a q50 saw in your equip window (of course temporarly) and it gets involved into boards q calculations.
The difference from existing same calculations would be, for example, that such softcap would be also applied to swords and axes. You equip a b12 of q 99 with 1 MC, you get a q50 B12.

This makes sense to me, as even the most exquisite tool would turn useless in unskilled hands.
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Re: Softcap on tools instead of products

Postby loskierek » Tue Apr 09, 2019 10:21 am

would be a becz on high q stuff when even raising by few points takes effort only to be softcapped by a skill
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Re: Softcap on tools instead of products

Postby ErdTod » Tue Apr 09, 2019 10:28 am

On active chars skills are higher than q of tools by an order of magnitude. I.e. quality progression is slower than character.
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Re: Softcap on tools instead of products

Postby loskierek » Tue Apr 09, 2019 10:50 am

only applies to villages, hermits like me sometimes have certain skills lagging behind due to necessity. For example my mason is behind cause i am over the cap on anything i can find so far, should i be punished by tool softcap making me waste more energy? and like you said for bigger places it could be pointless as they would always be ahead of spiraling while a hermit would suffer and fall behind even more
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Re: Softcap on tools instead of products

Postby Sevenless » Tue Apr 09, 2019 11:32 am

The problem is the people who benefit from "exploiting" high Q tools are the people who impact the world's balance the least. The use cases for alts with high Q tools/weapons is incredibly narrow. Why are you trying to punish them, what's the point?
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Re: Softcap on tools instead of products

Postby ErdTod » Tue Apr 09, 2019 12:23 pm

Sevenless wrote:The problem is the people who benefit from "exploiting" high Q tools are the people who impact the world's balance the least. The use cases for alts with high Q tools/weapons is incredibly narrow. Why are you trying to punish them, what's the point?


The skills already are used to softcap q together with tools for most of stuff, i.e. carpentry is already used to cap boards. Such change would just add some few tools, but most importantly - weapons. I suggest that because I feel it's weird that a character unskilled with close combat weapons deals same damage as a skilled one.
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Re: Softcap on tools instead of products

Postby Sevenless » Tue Apr 09, 2019 12:26 pm

ErdTod wrote:
Sevenless wrote:The problem is the people who benefit from "exploiting" high Q tools are the people who impact the world's balance the least. The use cases for alts with high Q tools/weapons is incredibly narrow. Why are you trying to punish them, what's the point?


The skills already are used to softcap q together with tools for most of stuff, i.e. carpentry is already used to cap boards. Such change would just add some few tools, but most importantly - weapons. I suggest that because I feel it's weird that a character unskilled with close combat weapons deals same damage as a skilled one.


If it's mostly about weapons, that's more understandable. I'm still not sure it's necessary because strength still plays an important factor.

I don't think it should ever be applied to tools though.
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Re: Softcap on tools instead of products

Postby Aceb » Tue Apr 09, 2019 5:00 pm

Unnecessary. It affects the lowest tier of people who are the lowest already. No point hitting'em more. Not to say it would confuse A LOT of people.
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Re: Softcap on tools instead of products

Postby sabinati » Tue Apr 09, 2019 10:46 pm

ErdTod wrote:
Sevenless wrote:The problem is the people who benefit from "exploiting" high Q tools are the people who impact the world's balance the least. The use cases for alts with high Q tools/weapons is incredibly narrow. Why are you trying to punish them, what's the point?


The skills already are used to softcap q together with tools for most of stuff, i.e. carpentry is already used to cap boards. Such change would just add some few tools, but most importantly - weapons. I suggest that because I feel it's weird that a character unskilled with close combat weapons deals same damage as a skilled one.


only if they have an opening on their opponent :roll:
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