Pls, remove this shitpost

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Pls, remove this shitpost

Postby Enjoyment » Wed Jun 22, 2016 1:42 pm

Mods, remove this thread.
Im done with this game and don't bother about it anymore...
Last edited by Enjoyment on Wed Jun 22, 2016 4:12 pm, edited 1 time in total.
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Re: Bone knife

Postby shubla » Wed Jun 22, 2016 1:55 pm

discourages trading
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Re: Bone knife

Postby MadNomad » Wed Jun 22, 2016 1:58 pm

shubla wrote:discourages trading

and
Enjoyment wrote:Melee damage: 0.1 of Stone Axe base dmg.


noone will use it as weapon then
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Re: Bone knife

Postby DisKagel » Wed Jun 22, 2016 2:05 pm

I like this idea very much (I also applaud you very much on the organization), and I like that the specific use of the knife is for only a butchering tool that could give higher q meat and what not(maybe devs could add a 1 hit kill for back stabs ¦] ). I would like to input maybe a metal knife of some sort, which could possibly use a different formula that would bring the q of butchered stuff up. Also, maybe the knife could be a more desired weapon for noobs to use, so maybe the melee could be buffed a bit, or it could instead buff ua or something

shubla wrote:discourages trading

good point
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Re: Bone knife

Postby Enjoyment » Wed Jun 22, 2016 2:20 pm

shubla wrote:discourages trading

Bother to explain?
If you mean trading of stone axes - than yes. But currently it is so dump that 90% of all trade deals is for stone axes with a little bit better q.
MadNomad wrote:noone will use it as weapon then

It is a tool. Why should anyone use it as weapon?
DisKagel wrote:I would like to input maybe a metal knife of some sort, which could possibly use a different formula that would bring the q of butchered stuff up.

I thought of same thing. Maybe bone knife can be hardcapped by surv, while metal one can be softcapped.
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Re: Bone knife

Postby Hasta » Wed Jun 22, 2016 2:30 pm

Bones already are softcapped by survival, not by your butchering tool.

Overall, no, bad idea. The game should encourage interaction between professions, not divide them further. Right now you can't be effective without access to any of the basics. Introducing a tool that allows you to "skip" on one or several professions would bring their balance (or it's vague resemblance) to an end.
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Re: Bone knife

Postby MadNomad » Wed Jun 22, 2016 2:39 pm

Enjoyment wrote:
shubla wrote:discourages trading

Bother to explain?

Easier to get high q so people with low q metal / stone won't neccesarily need to buy high q metal / stone butchering tool and it will make worse class players achieve similiar quality butchering tool with a lot smaller effort.
Enjoyment' wrote:
MadNomad wrote:noone will use it as weapon then

It is a tool. Why should anyone use it as weapon?

Noone should, but he said how much damage it would deal, so why is he saying this then?
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Re: Bone knife

Postby Enjoyment » Wed Jun 22, 2016 2:45 pm

Hasta wrote:Bones already are softcapped by survival, not by your butchering tool.

Overall, no, bad idea. The game should encourage interaction between professions, not divide them further. Right now you can't be effective without access to any of the basics. Introducing a tool that allows you to "skip" on one or several professions would bring their balance (or it's vague resemblance) to an end.

Quitly surprised by your post. Allways thought you were a wise man. Maybe it is time-zone issue and you just too-tired/still sleeping? ;)
Your farmer can be highly effective in his profession without any other if (s)he has proper materials (seeds).
Your miner can be highly effective without any other if (s)he had found proper spot.
Your crafter can be highly effective without any other if he will be supplied with proper craft materials.
Even your explorer (high exp*perc and surv) can be highly effective without any other.
And your hunter is basicaly useless without all others, 'cause he can only kill animals, but not get their res.
So no, bro, though I do share your vision of game profession colaboration - I doubt it works now.
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Re: Bone knife

Postby vatas » Wed Jun 22, 2016 2:47 pm

I think sharp tools should be reworked.

Instead using their essence, substance and vitality directly they should be used to calculate "sharp tool value" which is modified by the type of tool.

If you can produce q100 steel you should be able to make knife that can butcher all but most exceptionally high animals without capping them.

Bone knives could be a thing but they could have even negative multiplier, considering how it's relatively easy to get hq bone. They would mostly be sharp tools for newbies.
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Re: Bone knife

Postby Enjoyment » Wed Jun 22, 2016 2:51 pm

MadNomad wrote:Easier to get high q so people with low q metal / stone won't neccesarily need to buy high q metal / stone butchering tool and it will make worse class players achieve similiar quality butchering tool with a lot smaller effort.

As I said - I don't think that butchering tool trading should be so important. So I don't see a problem here. We just shutting down one of most specular things in trading.
MadNomad wrote:Noone should, but he said how much damage it would deal, so why is he saying this then?

He? It was me, but nevertheless. I've posted bone knife dmg exacty to show that it is a tool, not weapon. In case it can deal some good dmg - it will have much more influence on other things, which was not wanted by my suggestion.
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