Tool quality as durability

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Tool quality as durability

Postby Wirt » Mon Aug 23, 2010 3:42 pm

This seems to be an obvious idea, but a cursory search didn't catch it described. So, a suggestion was raised in a nearby thread about a specific case of tools' quality mattering. A few arguments later, I thought about it some more, and I can formulate it better now.

Most tools in the game are used to harvest resources in one way or another: axes to cut down trees, saws to cut up logs into boards, and so on. All of these tools have a quality level, yet it only seems to affect things on the saw, and the way it does doesn't make a whole lot of sense. I suggest that tools' quality be (ahem) re-tooled to work somewhat like with the Symbel items: instead of representing something unique to the tool, it primarily represents a general state of "durability". Every time a tool is used, its quality/durability has a chance of being lowered by one point. When it hits zero, the tool is broken, cannot be used any more and must be replaced.
Secondary: It is possible that the quality of tools that are required for a job (Only the saw comes to mind, but I'm not that experienced with the game yet and I may be missing something) affect the job's success rate (Or, if a single use of the tool provides several pieces of a resource, the amount you get). This should cap out at some quality level at or just below 100%: at this point, the only difference between a quality n tool and a quality n+1 one is how long it'll last you.

Reasoning for the primary part: if an item has a quality level, it should somehow matter. Tools that see near-constant use tend to degrade with use. It makes sense for their quality to work this way. Furthermore, if a resource is there, it's there: you either can get it, or you can't. Having a better shovel will not magically make the clay or soil you dig up make it better than clay or soil you dug with a slightly sharpened stick.
You may argue that you may get at some things too hard to be too hard for a worse tool. Unfortunately, the way quality nodes work right now, you can't simulate it, and I think it'd be too hard to pull off. It does bring me to my reasoning for the secondary part: take, for example, a saw and cut a log into pieces. You won't make the wood itself worse by using a blunt saw: you'll just take longer and possibly not cut as straight as with a good one, in effect making fewer boards - but they will be (almost) exactly the same boards.

Note that this should in no way affect the more advanced constructible tools that convert lower-level resources into higher-level ones or end products, for example, looms or kilns.
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Re: Tool quality as durability

Postby Oblivior » Mon Aug 23, 2010 3:54 pm

First of all a big no to this. I don't create a tool to create another tool to then lose the first tool and to create a new tool with the one i just made.

There is more involved then just a Saw, for example stone axe (skinning).
the only thing i want to see happen is Quality = Speed.
or using a Higher quality tool grands more LP like using higher quality planks (u get more LP)
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Re: Tool quality as durability

Postby Avu » Mon Aug 23, 2010 4:01 pm

God no. I'd maybe buy it if it maintained q until it poofed but not even then...
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Re: Tool quality as durability

Postby DatOneGuy » Mon Aug 23, 2010 4:04 pm

The only benefit at all this has is reselling every now and then.

Otherwise it's just not a good idea.
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Re: Tool quality as durability

Postby Thijssnl » Mon Aug 23, 2010 4:05 pm

Agree with DoG, otherwise indeed a no.
A very big no.
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Re: Tool quality as durability

Postby sabinati » Mon Aug 23, 2010 4:24 pm

yeah as much as i'd like repeat business, it sounds like a pretty un-fun mechanic
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Re: Tool quality as durability

Postby Wirt » Mon Aug 23, 2010 5:21 pm

Hmm, so Symbel items degrading and constructables requiring repair is fun and interesting, tools aren't? (Not going to argue on this point. One's a deliberate sink, the other is to avoid overcrowding as people leave) I don't know, I think that with the right chances (Around 1%-2% per use?) it'll be an issue that crops up pretty rarely, adding an extra problem for you to solve (Even if it isn't particularly hard to solve) once in a while without becoming unnecessary busywork. And, yeah, re-selling items so you don't go out of business once all your neighbours have an item you can make, something I imagine isn't that hard - that's only good for an economy. Also serves as a gentle natural push to get better-quality tools as you progress.

Avu wrote:God no. I'd maybe buy it if it maintained q until it poofed but not even then...

Could you please clarify why you'd like an item to maintain its quality that doesn't even serve a purpose? If it's the secondary portion, it's exactly secondary - I don't feel it's any good, myself.
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Re: Tool quality as durability

Postby erozaxx » Mon Aug 23, 2010 5:46 pm

Wirt wrote:... (Around 1%-2% per use?)...


Well this part changed my mind, even though after reading the OP I would be against. But having only 1% chance the tool goes down one q level seems pretty fair to me (you won´t loose your tool by making another one tool and such) and still closer to reality (no ones uses one saw whole life, unless his life ends after half an year from purchase).

And economy would get a little drain. If you manage to get the e.g. bonesaw q 150 and your avereage board q you´re able to produce is 50 (due to wood you have access to and skill) you got plenty of uses before it starts to be pain to you (around 50 times 1% downgrade). That is plenty.
If you are high qboards maker and every q point is a pain, you are probably rich enough to be able to buy the new saw every 10 points degradation and the economy gots kicked through this quite a lot.

Well, you who denied, try to think again about it.
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