New item: Skinning Knife

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New item: Skinning Knife

Postby drakesaint » Tue May 28, 2019 2:35 pm

To remove the dumb current meta of having high-quality stone axes to actually get decent hides off carcasses. A non-combat tool designed to preserve the carcass of an animal as much as possible when skinning (works like any other tool when used for butchering).

Currently, the tool's quality softcaps the animal's hide quality. So the skinning knife, IMO, should count twice as much for this calculation (a Q40 skinning knife counts as a Q80 stone axe for skinning).

I'll let everyone decide the materials required for it to make sense in a balance perspective.
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Re: New item: Skinning Knife

Postby DoctorCookie » Tue May 28, 2019 3:09 pm

Should be gated behind hunter credo. I like the idea but doubling the effective value seems overpowered. A q100 SN would be effectively q200?
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Re: New item: Skinning Knife

Postby Fostik » Tue May 28, 2019 3:17 pm

Dedicated tool for every action! Infinity tool belt size!
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Re: New item: Skinning Knife

Postby drakesaint » Tue May 28, 2019 3:48 pm

DoctorCookie wrote:Should be gated behind hunter credo. I like the idea but doubling the effective value seems overpowered. A q100 SN would be effectively q200?

Yes, but since metal tools are harder to increase their quality, I believe it would be balanced. The effective value increase is just so it becomes a dedicated tool for this task. You can simply use a stone axe if the animal is of lower quality; it should be a tool reserved for higher Q animals.
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Re: New item: Skinning Knife

Postby Lunarius_Haberdash » Tue May 28, 2019 4:40 pm

Since it's being used exclusively for skinning (and splitting hides, perhaps?) I don't see an issue with there being a notable Q buff on the item itself. I'm not sure gating it behind Hunter would be effective, however, given that it's far too easy to get Hunter early game. It should require at least some time invested to achieve.

But overall, I like the idea of a Broad Knife
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Re: New item: Skinning Knife

Postby MrBunzy » Wed May 29, 2019 12:54 am

You can use shears to skin animals. They don't have wood in the recipe and can be made with wrought iron, so very easy to get high q.
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Re: New item: Skinning Knife

Postby ricky » Wed May 29, 2019 11:47 am

I considered posting a similiar idea a few weeks back. I was thinking instead of having a new item that serves the same niche as the butcher cleaver, the butcher cleaver itself could count as 1.5x or 2x quality
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Re: New item: Skinning Knife

Postby Ganhart » Wed May 29, 2019 12:27 pm

I think there shouln't be any items with it's quality multiplied when doing specific action with it.
With such tool early game would become pretty unbalanced in terms of possible string quality.

I'd like to see more item crafts gated behind credos though.
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Re: New item: Skinning Knife

Postby Lyrroth » Wed May 29, 2019 4:33 pm

eh no. unless its super hard to craft very early on is a no from me. hunting was fixed by survival cap and giving you a tool to create a problem that was solved... just no. either craft better butcher cleaver / tool or trade for it. since any bigger multiplier than 1.2x (20%) is too op
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Re: New item: Skinning Knife

Postby drakesaint » Thu May 30, 2019 3:31 pm

Lyrroth wrote:eh no. unless its super hard to craft very early on is a no from me. hunting was fixed by survival cap and giving you a tool to create a problem that was solved... just no. either craft better butcher cleaver / tool or trade for it. since any bigger multiplier than 1.2x (20%) is too op

The objective is to make a specific tool for skinning that can preserve the hide better than other tools, without requiring the skinner to have a high Q sharp tool.
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