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Luno
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Re: Game Development: Attribute Dream
Okay cool but fix Wandering Sage.
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SnuggleSnail
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Re: Game Development: Attribute Dream
If you want to avoid making a bunch of boring logic / working around 100 edge cases could you just make every tool in your belt give a passive buff? It seems like the easiest solution.loftar wrote:Not sure if I'm not making myself understood correctly, but I'm not questioning that at all. What I'm questioning is the definition of what constitutes the "best" tool.
If not, I would personally really appreciate tools never being switched in combat, or a way to toggle it off entirely.
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loftar
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Re: Game Development: Attribute Dream
I'm not sure the goal is to have you fill your belt with pickaxes in order to mine at 1000000% speed.SnuggleSnail wrote:If you want to avoid making a bunch of boring logic / working around 100 edge cases could you just make every tool in your belt give a passive buff? It seems like the easiest solution.
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SnuggleSnail
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Re: Game Development: Attribute Dream
I was imagining the highest stat from each tool being used, not them being additive, so if you've nothing but 20 pickaxes in your belt your stats are set as being == the highest quality pickaxe
EX: Q250 pickaxe and Q300 stone axe in belt == mining strength, mining speed, mining stamina of the pickaxe, and ore quality softcap of the stone axel
It would be a bit of a buff in some places, like you'd never be mining at stone axe speed once you get a pickaxe (which I think would be welcome), but it would resolve all of the edge cases with tool selection from belt
EX: Q250 pickaxe and Q300 stone axe in belt == mining strength, mining speed, mining stamina of the pickaxe, and ore quality softcap of the stone axel
It would be a bit of a buff in some places, like you'd never be mining at stone axe speed once you get a pickaxe (which I think would be welcome), but it would resolve all of the edge cases with tool selection from belt
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Audiosmurf
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Re: Game Development: Attribute Dream
"You should be allowed to just never equip anything but a sword" is still such a mindbogglingly dumb idea that I can't believe you proposed it a second time
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Archiplex
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Re: Game Development: Attribute Dream
i think automating it is unneeded, you can just have tags you can apply to tools that are for example, "favored butchering tool" or "favored mining tool" and a new toggle that says "use favored tool when performing actions, if such a tool is in your belt"loftar wrote:Not sure if I'm not making myself understood correctly, but I'm not questioning that at all. What I'm questioning is the definition of what constitutes the "best" tool.jordancoles wrote:It seems pretty obvious to me that the best tool for the job would be wanted in 90% of cases
I'm also not sure I agree with that. When I'm doing things that involve these kinds of choices, I often find my inventory full enough that I don't want to juggle unwanted tools into it. I'm quite content with the mechanic that the game lets you keep a tool equipped if you've equipped it. Perhaps, if anything, it should keep track of whether a tool has been manually or automatically equipped, and only keep it equipped if it was manually equipped to begin with?jordancoles wrote:Right now the tool swapping is exclusive to belts so imo just take the shit you dont want to use off the belt situationally
thus if you run into a situation where you need to use a higher quality tool, you just manually equip the tool you want and press your hotkey to turn off the favored tool autoswap
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SnuggleSnail
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Re: Game Development: Attribute Dream
The thread you're referring to has 4 pages of replies and the only 2 people disagreeing are you and some guy I killed the same week. People in general really don't like clunky menuing. It's not charming.Audiosmurf wrote:[...]
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loftar
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Re: Game Development: Attribute Dream
But that also would simply give you the best of all worlds of you have tools that optimize for different values.SnuggleSnail wrote:I was imagining the highest stat from each tool being used, not them being additive, so if you've nothing but 20 pickaxes in your belt your stats are set as being == the highest quality pickaxe
Yes, I was considering something similar as well. For example, the game could perhaps just save the tool you last used for a certain action and attempt to reuse that same tool as long as it's auto-equippable.Archiplex wrote:i think automating it is unneeded, you can just have tags you can apply to tools that are for example, "favored butchering tool" or "favored mining tool" and a new toggle that says "use favored tool when performing actions, if such a tool is in your belt"
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SnuggleSnail
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Re: Game Development: Attribute Dream
It would, but the only cases that matters are:loftar wrote: But that also would simply give you the best of all worlds of you have tools that optimize for different values.
- Butcher's cleaver's speed + higher quality tool's softcap
- Pickaxe's mining efficency + higher quality tool's softcap
- Bone saw's quality + metal saw's quantity
People would still likely optimize around which tools they carry anyway because belt space is fairly precious. I already don't carry a mining pick because I can mine with a woodsman's axe and want to carry extra water.
Last edited by SnuggleSnail on Sat Mar 01, 2025 5:54 am, edited 2 times in total.
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Archiplex
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Re: Game Development: Attribute Dream
now how can i convince you all to add a passive benefit to all stats that slowly increases attributes such as "digging speed" "butchering speed" "tree chop speed" and similar to baseline stats unrelated to the primary stat that such characters usually want? and maybe something like "reduced stamina cost for digging/mining/etc" as another stat
this would do nothing but add qol and semi encourage raising non-main stats for crafters for convenience reasons (i actually made a post about this ages ago viewtopic.php?f=48&t=66412&p=840244#p840244 and sorta still agree with everything except the stuff that directly affects pvp i.e speed on terrain running/stamina drain on terrain running)
it doesnt even need to be a fast increase, i.e +20% butcher speed at 40 dex, up to +200% at 1000 dex (that stacks with other sources) would make many people happy while not at all breaking any semblance of balance
btw, 100% add that "automatically equipped tools from belt go back to the belt after being used", that was a really good idea and i would love you lots
this would do nothing but add qol and semi encourage raising non-main stats for crafters for convenience reasons (i actually made a post about this ages ago viewtopic.php?f=48&t=66412&p=840244#p840244 and sorta still agree with everything except the stuff that directly affects pvp i.e speed on terrain running/stamina drain on terrain running)
it doesnt even need to be a fast increase, i.e +20% butcher speed at 40 dex, up to +200% at 1000 dex (that stacks with other sources) would make many people happy while not at all breaking any semblance of balance
btw, 100% add that "automatically equipped tools from belt go back to the belt after being used", that was a really good idea and i would love you lots
Last edited by Archiplex on Sat Mar 01, 2025 5:59 am, edited 1 time in total.
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