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Editing 40d Talk:Item quality
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:Curious. Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works). But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST) | :Curious. Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works). But then again, it adds another level to an already deep game.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST) | ||
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== Trading masterpieces. == | == Trading masterpieces. == | ||
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Wear is similar to quality, in that it adds a symbol notation to the item description - "x" "X" or "XX". I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts. Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST) | Wear is similar to quality, in that it adds a symbol notation to the item description - "x" "X" or "XX". I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts. Should we incorporate that material here, or just link to it? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST) | ||
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}. Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST) | : And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}. Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST) | ||
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== Alcohol Quality == | == Alcohol Quality == | ||
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:Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred. Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST) | :Well, what's really needed is formal testing of a dwarf working on preferred materials and non-preferred. Might just be one of those DF myths.--[[User:Maximus|Maximus]] 22:40, 6 December 2008 (EST) | ||
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+ | :: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark. In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality. I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role. Since he preferred alder and beds, I let him have the room with the masterpiece in it. He was ecstatic right up until the werewolves ate him. | ||
::From the article: "Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled." If this is true, then you can derive from the "Jump" column that gaining subsequent levels does not bring diminishing returns. [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST) | ::From the article: "Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and have thus greatest impact when the dwarf is still relatively unskilled." If this is true, then you can derive from the "Jump" column that gaining subsequent levels does not bring diminishing returns. [[User:Gairabad|Gairabad]] 13:24, 7 December 2008 (EST) | ||
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::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST) | ::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST) | ||
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