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Shask
- Posts: 326
- Joined: Tue Aug 24, 2010 1:31 am
- Location: Canada
Does survival turn redundant in mid/late game?
Well I'm thinking of trying to get survival, by focussing most of my LP on it (I'm in a village). I know survival is useful for e.g. stone axes, bone saws, but does the skill get less useful as the game goes on? Or are high survivalists good for e.g. when you get tamed animals and need to skin/butcher them?
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Zamte
- Posts: 526
- Joined: Sun Apr 04, 2010 2:12 am
Re: Does survival turn redundant in mid/late game?
Bone saws of high quality will become a commodity once you've got high survival and decent trees. They're a fairly important part of the quality grinding process, particularly because you will need them in order to get your fuel quality up. Having 200 survival (the highest that has any effect currently) will help in such a situation.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Does survival turn redundant in mid/late game?
Well, with 200 Survival, you get the max softcap for Butchering, skinning, and Collecting bones. Over 200 survival, it's really just for Crafting Slings. But with the new leather reguirement, and farming update, I doubt anyone will get 200+ Q Slings. Forgeables also are softcapped by survival, but I doubt theres any Q200 + Soil. It comes useful for mostly Animals.





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Punkk
- Posts: 162
- Joined: Mon May 10, 2010 9:20 pm
- Location: Buenos Aires City
Re: Does survival turn redundant in mid/late game?
Not to mention a q200+ sling would be a waste of time.
Lamp wrote: Even though it's 12:40 AM now, I'm still staying awake until server goes back up, and once it does and I can play again, I'm going to enjoy every damn minute of it ಠ_ಠ
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Does survival turn redundant in mid/late game?
*onehits bear*Punkk wrote:Not to mention a q200+ sling would be a waste of time.
meh,.... NOT
Favourite thread: viewtopic.php?f=9&t=3388
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Does survival turn redundant in mid/late game?
No it wouldn't. The damage on them was fixed, in turn they now require leather. NOT THAT IT MATTERS WITH THE FARMING NERFPunkk wrote:Not to mention a q200+ sling would be a waste of time.
If the farming nerf was gone you'd be able to get much better slings eventually but almost never reach the point we did last world. ( peak was [unconfirmed] q1010 seeds I've heard). In any case, yea, you'd never get there, but raising the Q as high as possible would still be worth it to 1hko some other animals.
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Gedrean
- Posts: 222
- Joined: Wed Dec 29, 2010 5:30 am
Re: Does survival turn redundant in mid/late game?
When you say Farming Nerf do you mean how all crops eventually become q0 and there's no point to farming for quality product anymore?DatOneGuy wrote:NOT THAT IT MATTERS WITH THE FARMING NERF
Or which are you referring to?
Zampfeo wrote:(On the topic of Open Spaces in W4)
You won't be saying that in a week or two when you realize how many abandoned homes there are. A 30 second boat ride south of my village literally bring you to the ghetto. There's abandoned claims everywhere with the occasional newb taking things and raiders patrolling. It reminds me of Detroit.
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Does survival turn redundant in mid/late game?
think so
Favourite thread: viewtopic.php?f=9&t=3388
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Demiwar
- Posts: 47
- Joined: Fri Jan 15, 2010 3:26 pm
Re: Does survival turn redundant in mid/late game?
Basically, the new soil soft cap.Gedrean wrote:When you say Farming Nerf do you mean how all crops eventually become q0 and there's no point to farming for quality product anymore?DatOneGuy wrote:NOT THAT IT MATTERS WITH THE FARMING NERF
Or which are you referring to?