Steel Tools for Skinning/Butchering

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Steel Tools for Skinning/Butchering

Postby vatas » Sun Jul 14, 2013 7:28 am

I find it odd that hearthlings who have access to steel still need to use stone axes to skin and butcher. My suggestion is this:

Skinning knife: 1 Bar of Steel, Block of Wood
*Sharp tool. When skinning, effective quality is equal to cadaviers quality OR cadaviers quality softcapped by tool's quality which one is considered more balanced

Meat Cleaver: 2 Barts of Steel, Block of Wood
*Sharp tool. When butchering, effective quality is equal to cadaviers quality OR cadaviers quality softcapped by tool's qual which one is considered more balanced

QA:
Why this?
*I think using stoneaxe is fundamentally silly. If you have the resources to make steel you shouldnt have to worry about getting q100 stone axe.

***** Noob you can't make high quality stone axes and xcome to whine at forums
*I have trees planted but it takes time to get good branches. I was not with people who claimed best soil and water nodes at day 1 so it is going to take some time.

If you have access to steel you should have access to high quality stone axe
*Well those two things can be quite contradictory. Not all people like to make alts, if your only character who has access to steel is for that reason full industry, he is going to have hard time planting trees.

This is going to make my stone axe industry worthlesss
*Like I said in thread about Traveller's Sack nerf, changes like this should always be implemented during World reset.

So from now on we need steel not to softcap hide/meat
*I did not say we should nerf stone axes, imho they could still perform like they do, provide people with no access to steel decent hide/meat.
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Re: Steel Tools for Skinning/Butchering

Postby SuperNoob » Sun Jul 14, 2013 8:09 am

anything that has a sharp edge can be used for butchering. your cleaver idea is the same recipe for a soldiers sword and does the exact same thing with 1 difference, soldier's sword is an awesome weapon.

I've also heard of people using scythes to butcher because of quality...stone axe is just simplest thing to get high quality early game.

on the other hand, if your skinning/butcher's knife were made from nuggets and not bars then you might have something someone might use.
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Re: Steel Tools for Skinning/Butchering

Postby vatas » Sun Jul 14, 2013 4:42 pm

SuperNoob wrote:anything that has a sharp edge can be used for butchering. your cleaver idea is the same recipe for a soldiers sword and does the exact same thing with 1 difference, soldier's sword is an awesome weapon.

I've also heard of people using scythes to butcher because of quality...stone axe is just simplest thing to get high quality early game.

on the other hand, if your skinning/butcher's knife were made from nuggets and not bars then you might have something someone might use.

You didn't read my suggestion carefully or I was not clear enough. Idea was that when performing specific cutting job, the tool would have improved quality in formula that determines hide/meat quality.
Idea about nuggets is good, material cost is not the point of this suggestion and should be balanced accordingl to the effect this change would have.

This would add pretty much new formula mechanic, closest thing is maybe Clay Caludron not having quality at all and halving quality of water inside it.

TL;DR: I propose Steel tools that do not softcap hides or meat respectively regardless of quality or possibly in their inteded specail job their quality is multiplied by a factor.

Possible examples: q10 skinning knife
A)Does no softcap hide at all, if you have survival equal or higher to corpse you get hide equal to corpse quality
B)Multiply its quality with 10 when skinning making it equivalent of q100 stone axe when used to skin stuff. Other possibilities could be squaring the quality (with q10 knife it wouldnt matter which one but with squaring q15 knifes skinning value would be 225 instead 150, enough not to softcap bears.
C)(just thought about this) Will have skinning value of (SURVIVAL+qKnife)/2 which at survial 200 would make it q105 in regards of hide qualtiy formula.
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Re: Steel Tools for Skinning/Butchering

Postby SuperNoob » Sun Jul 14, 2013 10:49 pm

ok I took your softcap based on quality to mean the exact thing we have now...not as an "it softcaps if its low, but not as much".

A: as to a q10 skinning knife not softcapping a hide at all, that would be far too overpowered
C: with quality formula(qkinfe*survival)/2 thats basicly what you'd get anyway(q10 stone axe on a bear gets you a q 105 hide as long as you have atleast 105 survival (q200hide + q10tool)/2 = 105
B: probably the best way, but needs some tweaking...X10 can get way too high way too fast, maybe X2?
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Re: Steel Tools for Skinning/Butchering

Postby vatas » Mon Jul 15, 2013 5:40 am

New ideas regarding this

1) You could equip both stone axe and knife/cleaver and qualities would stack additively.

2) And possibly, if armor has its attributes derived from its quality, could stone axe get similar attributes (+lumberjacking + skinnning + butchering) and we wouldnt have to worry about quality in regards of the material, only balance it according to material (steel is more resource intensive and generally less quality) so knife would have better quality to skinning power ratio.
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Re: Steel Tools for Skinning/Butchering

Postby spectacle » Mon Jul 15, 2013 8:28 am

vatas wrote:This is going to make my stone axe industry worthlesss
*Like I said in thread about Traveller's Sack nerf, changes like this should always be implemented during World reset.


I just want to point out that this game is in alpha and the developers can't do a world reset whenever they tweak the balance, so we simply have to deal with it if a patch makes worthless something we're heavily invested in.
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Re: Steel Tools for Skinning/Butchering

Postby vatas » Mon Jul 15, 2013 10:36 am

spectacle wrote:
vatas wrote:This is going to make my stone axe industry worthlesss
*Like I said in thread about Traveller's Sack nerf, changes like this should always be implemented during World reset.


I just want to point out that this game is in alpha and the developers can't do a world reset whenever they tweak the balance, so we simply have to deal with it if a patch makes worthless something we're heavily invested in.


Yea I guess "if possible, apply changes during world resets" and "do not reset world just to apply changes" -policies do fine.
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