Tools to cap instead of being a quality factor

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Tools to cap instead of being a quality factor

Postby Granger » Fri Oct 05, 2018 7:41 am

Currently one can chop/saw log quality up, spindle/loom up silk or bulk hammer/anvil up q10 metal into quality tools (or worse, higher quality metal to spiral it).
This needs to go as it needlessly inflates the qualities and allows to create endless amounts of high quality stuff from low end materials.

Tools and workstations should be a softcap to the created items instead of a factor in the quality of the stuff they're used to make.

While at it:
Tool wear (that decreases quality with use) would further trade by turning one set of tools for the world into a set of tools for the next weeks.
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Re: Tools to cap instead of being a quality factor

Postby Fostik » Fri Oct 05, 2018 8:31 am

There's will be nothing to play for.
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Re: Tools to cap instead of being a quality factor

Postby Lunarius_Haberdash » Fri Oct 05, 2018 8:40 am

I'm forced to agree with Granger on this one. With my Q160 axe I can take a Q56 log and split it into Q130 branches (or was it Q116?) either way... So much for the value of grinding up trees.

Granger wrote:While we're* at it:
Tool wear (that decreases quality with use) would further trade by turning one set of tools for the world into [i]a set of tools for the next weeks.


Especially this.
Last edited by Lunarius_Haberdash on Fri Oct 05, 2018 9:54 am, edited 2 times in total.
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Re: Tools to cap instead of being a quality factor

Postby infectedking3 » Fri Oct 05, 2018 8:44 am

I think it's a "totally great" idea to limit the speed of progression for some players and include more tedious shit like constantly replacing tools after use etc.

On a side note though, I do think things like silk shouldn't scale as high as it does atm, like stick quality i don't think should really matter for the quality of thread, but that's just me.
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Re: Tools to cap instead of being a quality factor

Postby Granger » Fri Oct 05, 2018 6:12 pm

Fostik wrote:There's will be nothing to play for.


Is that's really the case the logical conclusion is that we don't have something to play for now - as raising numbers in itself is pointless.
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Re: Tools to cap instead of being a quality factor

Postby TurtleHermit » Fri Oct 05, 2018 6:47 pm

Granger wrote:
Fostik wrote:There's will be nothing to play for.


Is that's really the case the logical conclusion is that we don't have something to play for now - as raising numbers in itself is pointless.


Having rising number, You see your "strenght" in something rising. Which means You have greater power in your hands when it comes to either crafting or having better weapons against possible enemies. Having everything flat, wouldn't be interesting at some point.
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Re: Tools to cap instead of being a quality factor

Postby DDDsDD999 » Fri Oct 05, 2018 7:43 pm

Should have to spiral the individual end-product tools, not just spiral the industry itself to spam high q tools. That way each item becomes meaningful. Would take a shit ton of rebalancing though, and I don't think jorb can do that.

Item decay is garbage.
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Re: Tools to cap instead of being a quality factor

Postby SaltyCrate » Fri Oct 05, 2018 8:10 pm

Granger wrote:Tool wear (that decreases quality with use) would further trade by turning one set of tools for the world into a set of tools for the next weeks.

Sounds like Tedium™.

Otherwise, the idea might work. It also might not. It changes game as it is too much to say whether it would be better without thorough analysis.
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Re: Tools to cap instead of being a quality factor

Postby wonder-ass » Fri Oct 05, 2018 9:23 pm

DDDsDD999 wrote:Should have to spiral the individual end-product tools, not just spiral the industry itself to spam high q tools. That way each item becomes meaningful. Would take a shit ton of rebalancing though, and I don't think jorb can do that.

Item decay is garbage.


this^^ nothing left to say.
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