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killfixx

Prybar forging please! (or forge aided prybar repair)

11 posts in this topic

The title says it all, but I think being able to forge a prybar would be clutch. Alternatively, if not forging a new one, how about repairing the prybar at the forge?

 

I stress about prybar health so much! I hate carrying a couple of them with me in case one breaks.

 

I guess I could always just plan better, but but...

 

 

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Yeah repair at the forge would be great as well as repair on knife or hatchet rather than craft a new one. It would take less time than crafting new one based on how much repair it needs maybe? 

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pry-bars shouldn't break they are not made of plastic.. its a solid chink of steel. the fact that you can break several of them is ridiculous 

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That prybars can break so easily is ridiculous... Granted, metal tools break sometimes but usually in extreme conditions. Heck, I was even thinking that in addition to prybars, we should be able to refill the sewing kits with thread made either from guts or broken down from fabric.

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I gotta 67 year old crowbar that still gets common usage. Still just as usable as the day my dads dad brought it.

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If repairable, how would want to balance their availability in the world then? Make them much more rare? 

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Well honestly - I think this game approaches tools wrong. They aren't a consumable. They are a tool. Care for and maintain a tool and it will outlive you. I think they should be something rare. Something thats its a godsend to find. Crafted tools should be the main go-to, until you find a real tool. I don't know what I could do to a jimmybar to 'break it' short of cutting it with a grinder.

Getting open a locker/case/etc early/mid game could involve basically having to set up shop next to it for a day to get it open without a crowbar. Once you find the correct tool it should be a easy thing to accomplish. I sort of see it like that game should start off easy because of the plethora of 'low hanging fruit' - stuff on counters basically - that doesn't require tool. Over time as the margins become thinner and thus the games get harder, finding a swissarmy knife, or the crow bar would be the elements that keep pulling it into your favor. I'm all for certain items decaying over time - a homemade bow seems like something that would lose power over time - but things like a hammer, a crow bar or a can opener are going to outlast any person.

Maybe change the decay on tools from a 'its broke' to 'its dull/worn/etc'. A 100% knife would be quick to use, harvest a lot of meat and always work. Using a 10% knife would take longer, harvest less and have a chance to injure the player. At 0% instead of 'being broken' it would just be considered 'too dull to use'. A stone could bring it back to 100%.

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2 hours ago, Mikhail_Reign said:

Well honestly - I think this game approaches tools wrong. They aren't a consumable. They are a tool. Care for and maintain a tool and it will outlive you. I think they should be something rare. Something thats its a godsend to find. Crafted tools should be the main go-to, until you find a real tool. I don't know what I could do to a jimmybar to 'break it' short of cutting it with a grinder.

Getting open a locker/case/etc early/mid game could involve basically having to set up shop next to it for a day to get it open without a crowbar. Once you find the correct tool it should be a easy thing to accomplish. I sort of see it like that game should start off easy because of the plethora of 'low hanging fruit' - stuff on counters basically - that doesn't require tool. Over time as the margins become thinner and thus the games get harder, finding a swissarmy knife, or the crow bar would be the elements that keep pulling it into your favor. I'm all for certain items decaying over time - a homemade bow seems like something that would lose power over time - but things like a hammer, a crow bar or a can opener are going to outlast any person.

Maybe change the decay on tools from a 'its broke' to 'its dull/worn/etc'. A 100% knife would be quick to use, harvest a lot of meat and always work. Using a 10% knife would take longer, harvest less and have a chance to injure the player. At 0% instead of 'being broken' it would just be considered 'too dull to use'. A stone could bring it back to 100%.

This is pretty much exactly what I was going to write. I too would like to see the game's approach to tools turned on its head.

I'm not sure about being able to forge prybars, to be honest (would a novice smith like our character really be able to make something that was strong enough out of bits of scrap metal heated up in a furnace?). But in answer to @Patrick Carlson: yes, I think greater longevity of tools could be balanced by making them much rarer to find in the first place, alongside having deterioration of effectiveness (time/yield) go with their condition - this could also tie-in with how much stamina or fatigue you lose while performing the action. I think the possibility to 'break' them should remain (you could snap a knife blade, chip a hatchet or break a prybar). I'd also like to see a separation of tool blades from their handles, with separate condition and maintenance/replacement - both to make it feel more realistic and also to give the mechanics a bit more depth.

Finally, I'd like to see a bit more diversity of use from tools, so that you could, for example, bash open a locker with a hammer. Again, choice of tool for a task could be linked to efficiency in terms of time spent and energy exerted (and tool wear).

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Irl your chances of repairing or making a medium carbon steel prybar would be about the same as breaking one - close to zero.

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11 hours ago, Mikhail_Reign said:

Well honestly - I think this game approaches tools wrong. They aren't a consumable. They are a tool. Care for and maintain a tool and it will outlive you. I think they should be something rare. Something thats its a godsend to find. Crafted tools should be the main go-to, until you find a real tool. I don't know what I could do to a jimmybar to 'break it' short of cutting it with a grinder.

Getting open a locker/case/etc early/mid game could involve basically having to set up shop next to it for a day to get it open without a crowbar. Once you find the correct tool it should be a easy thing to accomplish. I sort of see it like that game should start off easy because of the plethora of 'low hanging fruit' - stuff on counters basically - that doesn't require tool. Over time as the margins become thinner and thus the games get harder, finding a swissarmy knife, or the crow bar would be the elements that keep pulling it into your favor. I'm all for certain items decaying over time - a homemade bow seems like something that would lose power over time - but things like a hammer, a crow bar or a can opener are going to outlast any person.

Maybe change the decay on tools from a 'its broke' to 'its dull/worn/etc'. A 100% knife would be quick to use, harvest a lot of meat and always work. Using a 10% knife would take longer, harvest less and have a chance to injure the player. At 0% instead of 'being broken' it would just be considered 'too dull to use'. A stone could bring it back to 100%.

This!

I hate stumbling around like "oh... another hatchet. But I've already got 2, so.."

Same thing with can openers, knives, rifles, etc. All tool spawns need to be drastically reduced. Wouldn't it be so much more interesting to say "OH THANK GOD, A CAN OPENER! I DON'T HAVE TO SMASH CANS OPEN ANYMORE!" As opposed to "oh, another can opener. I think I'll leave this one here, I've already got 10 back at base."

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2 hours ago, Tbone555 said:

This!

I hate stumbling around like "oh... another hatchet. But I've already got 2, so.."

Same thing with can openers, knives, rifles, etc. All tool spawns need to be drastically reduced. Wouldn't it be so much more interesting to say "OH THANK GOD, A CAN OPENER! I DON'T HAVE TO SMASH CANS OPEN ANYMORE!" As opposed to "oh, another can opener. I think I'll leave this one here, I've already got 10 back at base."

I miss the early alphas when this was still a thing :D

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