Some item varients I would like to see.


RegentRelic

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Axe

Pros- double durability, so it losses 0.5% per hour of work. In struggles it would have a damage of 2% and a flee chance of 2%. This make noticeably better then the crowbar but, still a ways behind the heavy hammer. At least purely defensively. However at the end of the struggle it would have 50%~ percent chance to instantly kill the wolf. I think that the chance to insta-kill should be determined by fatigue. Minus one percent for every two missing percent of fatigue down to a minimum of a 25% chance to insta-kill. It would be able to puncture but, would have a long bleed out time.

Cons- Heavy. five too six kilograms.

Where to find- Farms, 30% of the time. Because it makes sense and I think that having some items with high cross region consistency in their spawns will help new players be less afraid of spawning in new regions.

The result- A item that's great for long term saves. It is also an item that new players are likely to think is better then it is while also being really good for them. It's good and rare enough that it is another item that new players can be excited to try and find on their next run. As a bonus it also teaches wait management in one clear lesson. It's to heavy to be part of your standard loadout. 

Fears- Players might not realize that your supposed to leave it behind causing them to struggle with their weight.

Interloper?- No; why would you be able to find an axe but not a hatchet.

 

Metal shard

Pros- Non, It's strictly worse then the hunting knife.

Cons- Weighs 0.75 kilograms, Harvests at a rate of 20min per kg, 40min per frozen kg, 60min per hide and 20per gut. It takes 1.5 times as long to craft, in struggles it will have a damage of 1.50% and a flee chance of 1.10%. Finally it would need to lose durability five or more times faster then the knife. Meaning that it losses 5% per hour of work.

Where to find- Instead of knifes anywhere it would make sense. The spawns could have a chance of being either a knife or shard. And of course the plane crash in Milton.

The result- It feels off when you reach that point in the game where you have six knifes. These would allow for knives to be rarer without forcing people to forge. 

Fears- The improvised knife already fills the role of an in between of hands and knife.

Interloper?- yes*; since the release of Tales From The Far Territories heavy hammers have been incredibly inconsistent. Some times you find six on your way to a forge; others you search half the map without finding one. These would make those times less painful. I do think that on interloper they would need to loss 10% per hour though in order to keep things balanced.

 

Fabricated Arrow

Pros- 10% higher critical hit chance. 1.5 times greater durability. weighs 0.10 kilograms

Cons- If there has to be one then 10% longer bleed time.

Where to find- Where regular arrows are now, depending on which one makes more sense. For example hunting binds have Fabricated arrows, but Katie's would have simple arrows. Again the spawns could have a chance of being either.

The result- Anti-moose arrows. Also, arrows would then have the distinction between the crafted ones and the ones found in the world that most other weapons have. Though fire hardened arrows will also do this. Just In the opposite way being a lower tier of crafted arrow and all.

Fears- To good against moose.

Interloper- No; they would make interloper easier.

 

Storm matches

Pros- Plus 20% fire start chance, lights fires 30% faster, water proof. (I'm going to pretend as though matches get wet along side your clothes when discussing match variants.)

cons- Weighs 0.02 kilograms. Only six matches per box.

Where to find- Wilderness regions, about every 10th box of matches in the regions there in.

The result- A rare item that is more exciting then individually finding matches and accelerant.

Fears- Has some over lap with fire strikers.

Interloper?- yes; people use torches anyway so, these are arguably worse then cardboard matches on interloper. 

 

Water proof matches

Pros- Water proof

Cons- Minus 10% to fire start chance.

Where to find- Anywhere, about every 6th box of matches. Rare enough that you will regularly find them but, they stay notable. Twelve matches per box.

The result- Matches that allow matches getting wet to exist more comfortably.

Interloper?- Maybe; On one hand they keep Interloper on the same relative difficulty. On the other hand matches getting wet and then not having a good answer would be a dynamic and fair way of adding more difficulty.

Edited by RegentRelic
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