Make hatchets more abundant
issueid=2685 01-27-2014 12:06 PM
Junior Member
Number of reported issues by Harkila: 154
Make hatchets more abundant
Bridge building is hard enough already, hatchets shouldn't be a rarity.

In order to be successfully using Bridge Building, you essentially need the skill to be 80+, or have really good nerves. Also, it's a rather essential skill for a certain dungeon level, not to mention the several underground rivers. As it's rather hard already, it's merely adding insult to injury that hatchets are so cripplingly rare in the game. It's a common everyday tool, after all. If you are unlucky enough to lose your hatchet to an acid trap or something, you might end up having to scum for a long time just to get the tool, even though everything else would be in place.

There are, of course, multiple solutions to this, and mine would be:
a) simply make hatchets less rare. There's very little reason that they should be any rarer than axes, hammers, swords... Of course, this should then be balanced by not having a BB training machine back at Yrrigs's.
b) if hatchets need to be rare for some reason, make e.g. Yrrigs sell them in Terinyo. The price could be hefty enough for people not wanting to trade them back to him for a BB increase.

The main problem is that BB is a fun skill, but virtually unusable at the moment (too low skill in the early game when needed, lack of logs in late game when it could be used for convenience). More bridges!
Issue Details
Issue Number 2685
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 5 - Medium
Suggested Version ADOM 1.2.0 pre 21
Implemented Version (none)
Milestone Potential work pipeline
Votes for this feature 13
Votes against this feature 1
Assigned Users (none)
Tags (none)




01-27-2014 03:25 PM
Member
...or just make trees cutable with axes. ( also make axes work as a "slaying" weapon against animated trees ]:-> )

01-27-2014 04:59 PM
wzq wzq is offline
Junior Member
Yes, implementing this and the trees on river levels suggestion might make bridge building useful.

01-27-2014 04:59 PM
Ancient Member
I prefer making mundane items more common, as the result is that it makes excellent items rarer. So, you have my vote.

01-27-2014 06:46 PM
Ancient Member
Quote Originally Posted by Orfeni
...or just make trees cutable with axes. ( also make axes work as a "slaying" weapon against animated trees ]:-> )
This would only make sense... a 1d6 hatchet can chop trees down, but Executor can't?

01-27-2014 07:05 PM
Junior Member
Quote Originally Posted by Orfeni
...or just make trees cutable with axes. ( also make axes work as a "slaying" weapon against animated trees ]:-> )
You also need the hatchet to the actual bridge building, not just chopping. So unless your comment would include that also, it wouldn't solve the problem.

But then, any hammer is fine for smithing, why wouldn't any axe be fine for bridge building?

01-28-2014 04:41 AM
Ancient Member
Quote Originally Posted by Orfeni
...or just make trees cutable with axes. ( also make axes work as a "slaying" weapon against animated trees ]:-> )
maybe with a chance to damage the axe as it isn't built for chopping trees per say. Then you could factor in woodcraft (which atm is completely useless)

01-28-2014 01:33 PM
Senior Member
How about just making axes less efficient when being used for bridge building compared with hatchets, yet still usable? It maintains the value of hatchets, but keeps some level of realism.

The idea here is that the axe weapons are mostly designed for damage to flesh, etc, and are difficult to use when you're trying for the precision cutting of the sort involved in bridge building, while hatchets are specifically designed for bridge building. It's like trying to use a sledgehammer to hammer a small nail - you can do it, but it's much harder to do without damaging the thing you're trying to hammer it into.

Basically, just make it so that non-hatchet axes require, say, three times the energy cost when used to build bridges. It could be 50% higher energy cost for chopping down trees, for a similar reason. Axe weapons aren't made for cutting down trees, so it's slower, but it's not a precision job, so it's only a bit slower.

Hatchets should have "slaying" properties against animated trees, but axes shouldn't.

03-15-2014 04:17 AM
Member
I'm strongly in favour of this, or even better, indeed make all axes work on cutting down a tree / building a bridge. The idea of some taking longer is great.

In a recent game with a bard who started with Fletchery, I found well over 30 fletchery sets and not a single hatchet (did the druid quest, so no hatchet from Yrrigs either).

04-11-2014 11:40 PM
Member
A thousand times yes to any axe being usable for bridge building (and the skill being improvable without the manual, and any other improvements anyone wants to make to Bridge Building. Currently it's just so bad.)

10-16-2016 09:06 PM
Junior Member
Bumping this one up in hopes of more bridges in the future. :)

10-17-2016 04:22 AM
Ancient Member
You can give extra hatchets to carpenter for Bridge building training, so I am not sure scumming for hatchets is worth introducing (suggestion to cut trees with axes is better --- smithing is more delicate operation and can be done with any hammer)

10-17-2016 08:12 AM
Junior Member
Quote Originally Posted by Soirana
You can give extra hatchets to carpenter for Bridge building training
...a question which is also addressed in the original suggestion.

But frankly, I don't care so much how bridge building is improved - as of current, the important part is that it is improved at all.

02-18-2018 07:49 PM
Junior Member
Bumping this one up again in hopes of some sense into bridge building. Yes.. yet another case of the only hatchet being destroyed by a trap. Feels really stupid that such a mundane tool is so horribly rare.

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