Let survival/carpentry affect stones and branches

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Let survival/carpentry affect stones and branches

Postby calodine » Sat Feb 20, 2010 11:58 pm

Mostly applies to new characters, though I can see the stone being useful regardless. Maybe suvival, maybe carpentry for wood, I have no idea which would be better suited for it so I won't pretend. As for stones, survival just seems the best fit.

Let them have a minor effect on quality. Explained by someone good at survival/carpentry having a better knowledge of the wood/stone, and so being able to chip/chop better shaped stones and less deformed branches. Having a branch without a ton of knots in it would be much easier to work with and provide a better quality finished good. Same deal for stones - Someone more knowledgeable with them would be able to find areas with a better shape, and be able to chip it without weakening the stone via cracks.

Mainly a way for there to be some variation in natural trees and stones, and it gives new characters access to slightly higher quality equipment. Planting your own is still vastly preferable, but if you spend a little extra time gathering branches and picking out the best quality, you get a slightly better table to start off with etc.

Shouldn't affect it much, and higher skill levels should affect it less. Ten survival might give an extra 1-5 quality (Its wants to be random for the variation aspect, see?), but going from 100 to 110 might not give any, or only a possible 1 extra. Once again, I'm too new to come up with good numbers for the quality, but you get the idea. Every stone in the world shouldn't be the same, and everybody shouldn't be exactly as good at chipping away parts of it.
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Re: Let survival/carpentry affect stones and branches

Postby Chakravanti » Sun Feb 21, 2010 12:15 am

it would be out of scheme to have skills improve the quality of anything.
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Re: Let survival/carpentry affect stones and branches

Postby Potjeh » Sun Feb 21, 2010 12:24 am

I think you misunderstood him, he's saying that naturally occurring boulders and trees should occasionally have high quality, and that quality of branches and stones should be decreased by low survival.

*edit* Actually, I misunderstood. Serves me right for glance-reading.
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Re: Let survival/carpentry affect stones and branches

Postby calodine » Sun Feb 21, 2010 12:28 am

Same deal. The mechanics of it aren't as important as the point. At my level, skills just improve stuff, at least visibly, so thats the term I used. I did say I barely know fuck all about how quality works ;) It still works if you go backwards, just change a couple of words and it works.
Last edited by calodine on Sun Feb 21, 2010 12:32 am, edited 1 time in total.
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Re: Let survival/carpentry affect stones and branches

Postby Chakravanti » Sun Feb 21, 2010 12:30 am

Naturally occuring HQ stones already exist. I think someone reported finding Q60.
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Re: Let survival/carpentry affect stones and branches

Postby calodine » Sun Feb 21, 2010 12:33 am

Huh. Live and learn, I guess. Still think they should be affected by skills, though, at least to some degree.
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Re: Let survival/carpentry affect stones and branches

Postby Potjeh » Sun Feb 21, 2010 12:34 am

Yes, when you dig on mountain terrain, but not from chipping boulders. I'm not sure I have a point here.

But I don't really see a big problem in making natural tree q equal to soil q. Finding such trees could be a boon to newbs, but people going for best possible q would still have to raise their own trees (since you can easily push tree q beyond soil q).
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Re: Let survival/carpentry affect stones and branches

Postby Chakravanti » Sun Feb 21, 2010 12:36 am

Dude, life is rough enough for newbies why you trying to make up trivial shit to make it even more fucked up? Much more important things to worry about than shitting on newbies more than the game already does. The recent trend of developments over the past few months have been a lot of things designed make shit easier for newbies.
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Re: Let survival/carpentry affect stones and branches

Postby Chakravanti » Sun Feb 21, 2010 12:37 am

Potjeh wrote:But I don't really see a big problem in making natural tree q equal to soil q. Finding such trees could be a boon to newbs, but people going for best possible q would still have to raise their own trees (since you can easily push tree q beyond soil q).

That skips weeks of work....and the first person to find it will chop *everything*.
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Re: Let survival/carpentry affect stones and branches

Postby calodine » Sun Feb 21, 2010 12:44 am

Making it harder for a small amount of new people =/= making it harder for new people as a whole. Instead of natural trees giving flat q10, they'd give (Random made up numbers) q10-50. Reduce that by survival somewhat, and someone with 1 survival would be maybe looking at q5-15 or so. Ten, 6-25. 30? 9-35. Again, completely random numbers, but you get the point.

Cutting branches is boring and mindless. with this, you'd be able to do it exactly like you already do and end up with roughly the same q stuff on average. Spend a little extra time collecting higher q branches, you get slightly better q stuff. How is this making life harder? And half the idea behind this is that it'd be rediculously easy to add (I think) - Everything for it is already in place, it'd only require a variable change.
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