Please ppl for the love of god read. FIXED!!!!!!!!!!!!!!!!!!!!!!!!!!!!
With all due respect, forgive us for the disbelieving, but it is an OOOOOOLD bug and some of us don't really believe that Gazz alone, with all his arguments explaining the pros and cons of the system, redid the framework for dividing damage and resource yield into SEPARATE parts for EVERY SINGLE tool of the game giving each item the very same proportional yield every single time effectibly rendering the yield tied to resource hp obsolete and that a new age of consistent resource yield was born as a result.
On top of that, I do know you really don't care about getting 290 or 326 wood from a tree, but 84 feather from a vulture vs 34 if you do it normally or pace your powerattack or change weapons and get double resources is a little weird. The whole thing is inconsistent and it has been for a long time.
The two possible solutions that had been talked about are:
1- Separate damage from yield and fix it to a number for each and every resource to each and every weapon (long and tedious way to do it and the most consistent yet time consuming one for development.
2- Just tweaks here and there and some testing to make sure every weapon has X yield. NOT FIXED. why? because if you use a a low attack weapon you can squeeze more resources from a boulder/corpse/whatever and you can mix attack/switch weapons and power attacks in order to, in some cases get MORE THAN DOUBLE yield.
So I'm guessing you just increased the yield the more optimal weapon is used, fixing the difference yielding resources from , say, knife vs machete. But in reality NOT FIXED, because we can still exploit the inconsistency of that tipe of yield. Tons of balance there if you go for this path, and it will NEVER be 100% consistent because of the weapon switching and different yield amounts.
As I said, tricky bussiness, and if you really want to put this matter to rest, we would love for you to explain in detail which of those was the exact fix.
Thx for the patience.