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Fish traps/ocean 2.0? - now with images

PostPosted: Tue Mar 03, 2015 4:17 pm
by Haxzploid
Give a man a fish, and he will eat for a day. Teach a man to fish and he will buy an ugly hat.

Currently when using fish traps in the ocean, if you wish to protect them you have to place a stretchy claim on the beach. Also fish traps can only be placed on the border between shallow and deep water. The experience feels somewhat static, compared to hunting. Also the ocean seem quite barren.

First of all i would suggest allowing empty fish traps to be carried in inventory, but not in backpacks. Give them a significant weight, so that a weak character (an alt) would have a harder time performing the task of fishing, using fish traps. A fisherman has to be STRONK!. It would look something like this:

Image
"Can haz carry dis?"



Allow the player to place fish traps from a boat in any ocean square.

Give the player access to a portable buoy that can be dropped in the water and picked up again, functioning just like a "claimstone" with a fixed claim of let's say 5x5 squares. Allowing players to protect their traps anywhere in the ocean.

Make the ocean more dynamic, randomize quality of ocean squares on a fixed/randomized timer. Don't make a good spot super rare, but make it hard to find an amazing 5x5 spot. "Where should i plop my buoy this time?"

Add deep deep sea areas in the ocean, just like quarries are scattered on land. Deep deep sea should be static and have a depthy look. Fishing in these locations should increase the chance of catching shellfish (perhaps you would need a certain skill to use that type of terrain). Finding a good 5x5 spot in a location with deep deep sea, should be like striking gold. However one would not hog the area for eternity, since next week the area might be useless. Deep deep sea example:

Image
"Gief lobster"



One of the things i enjoy most in Salem is exploring/looking for that perfect place. The following will satisfy that part, on a weekly basis: Enable the player to detect the quality of ocean squares somehow. A skill you activate, like forage and wanderer. The quality could be indicated by some colour-sceme of the squares being "spotted" An example with radius: (radius should not be visible)

Image
"?"



Give players a method of keeping track of x buoys (perhaps just 1)

To keep the Ocean interesting, add more floaty stuff, the very rare message in a bottle inspirational! (giving you an actual glass bottle when studied, hell could even contain funny letters) Islands that can not be claimed (mainly for a source of bait, but could also make for some amazing pvp)

Edited for easier reading. Updated some topics based on new info in comments.

Re: Fish traps + ocean 2.0?

PostPosted: Tue Mar 03, 2015 4:23 pm
by Nektaris
I 100% like this idea.

Re: Fish traps + ocean 2.0?

PostPosted: Tue Mar 03, 2015 4:25 pm
by Dallane
Haxzploid wrote:Here comes the good part. Make the ocean DYNAMIC. (Dunno if what i suggest is remotely possible)Give each ocean square a quality (not purity)Good quality increases the chance of catching something. Once a week or so, randomize the quality of ocean squares. This will force players to roam the sea, looking for those great fishing spots. Don't make it super rare, but make it hard to find an amazing 5x5 spot. "Where should i plop my buoy this week?"


The last time fishing mechanics were explained by loftar fishing nodes already work like this and will move around. Its the reason I lost my jelly fish spot.

buoys sounds like a good way to grief.

Re: Fish traps + ocean 2.0?

PostPosted: Tue Mar 03, 2015 4:32 pm
by Haxzploid
Dallane wrote:
Haxzploid wrote:Here comes the good part. Make the ocean DYNAMIC. (Dunno if what i suggest is remotely possible)Give each ocean square a quality (not purity)Good quality increases the chance of catching something. Once a week or so, randomize the quality of ocean squares. This will force players to roam the sea, looking for those great fishing spots. Don't make it super rare, but make it hard to find an amazing 5x5 spot. "Where should i plop my buoy this week?"


The last time fishing mechanics were explained by loftar fishing nodes already work like this and will move around. Its the reason I lost my jelly fish spot.

buoys sounds like a good way to grief.


Oh i was under the impression that fishing nodes were static currently. I am not educated on this matter it seems :) The other ideas still stand though.

On the grief side of things, i wanted to suggest that buoy-claims allowed tresspassing, and that submerged fishtraps would be passable, just like the log you get from cutting down a tree. But i thought the explanations were not needed yet :)

Re: Fish traps + ocean 2.0?

PostPosted: Tue Mar 03, 2015 4:36 pm
by Dallane
Haxzploid wrote:Oh i was under the impression that fishing nodes were static currently. I am not educated on this matter it seems :) The other ideas still stand though.

On the grief side of things, i wanted to suggest that buoy-claims allowed tresspassing, and that submerged fishtraps would be passable, just like the log you get from cutting down a tree. But i thought the explanations were not needed yet :)


Thats just what was said awhile back.

You def need to explain those types on things up front.

Re: Fish traps + ocean 2.0?

PostPosted: Tue Mar 03, 2015 4:49 pm
by Haxzploid
noted.

Re: Fish traps + ocean 2.0?

PostPosted: Wed Mar 04, 2015 11:03 pm
by HolyLight
From my understand fishing locations can have upto 7-8 tile roam area ?

Beyond this, they are rather static, and once a location is found you are set with fishing traps.

Re: Fish traps + ocean 2.0?

PostPosted: Thu Mar 05, 2015 1:15 am
by Haxzploid
HolyLight wrote:From my understand fishing locations can have upto 7-8 tile roam area ?

Beyond this, they are rather static, and once a location is found you are set with fishing traps.


Yeah i wanted to move away from the static part, to a more engaging experience.

Re: Fish traps/ocean 2.0? - now with images

PostPosted: Thu Mar 05, 2015 7:30 pm
by pistolshrimp
I like the images, more of our ideas should have them.