jordancoles wrote:springyb wrote:The alternative of being able to craft a q10 sling with 20 MM and have your first animal you kill be q300 doesn't make for good long term game play either. Group hunting is basically the same issue because only one person needs enough combat stats to create openings. Give your new players a sword and have them chop whenever there's an opening, it doesn't require any LP into combat just a few discoveries and works well. Requiring survival offers at least something resembling progression. I also think that without the survival cap, max animal quality would have to be lowered and that would really suck because without 300q bears average players will never have high quality animal parts unless they start exploiting end game stuff.
You're glossing over the fact that even if you kill a q300 animal, without a q300+ cutting tool and 300+ survival you would still be lowering the quality significantly. It's not like 1 ua 1 mc 1 survival noob with a sword that wanders into an animal node will be rolling in high quality materials instantly. The progression comes from grinding out the cutting tool and the butcher character. The butcher doesn't necessarily have to be the hunter as well.
I was speaking more of what it would be like if survival didn't hard cap, but yes I do agree. I think it's counter productive to have animals hardcapped by survival and then soft capped by resources that have nothing to do with survival. Which is one of the reasons why I'm a fan of a skinning tool made from animal bones.
I also did not know survival caps animals twice, once when killing and again while butchering. I've always butchered my own animals so I've never noticed, it really should only be one or the other.