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View Full Version : [dev1126] Extra Fishing Suggestions



Kari
07-20-2012, 10:30 PM
Since SE seems to be still interested in making Fishing adjustments, just wanted to throw out some thoughts. I doubt this will be looked at, but worth a shot.

1> You've increased the stack size on consumable baits to 99. This is great. However, you didn't do anything to accommodate it. The guild stocks VERY LITTLE amounts per day. It's very easy to buy out the guild in one or two purchases, and generally you'll be left wanting more bait. Also, crafting amounts don't add up towards 99 correctly. For example, Insect Balls are made in sets of 12 still. It might be too much to ask, maybe up them to 33 Insect Balls per synth? Possibly alter the recipe?

2> Make non-consumable bait [Lures/etc] stack to 12. I can't even begin to explain the annoyance of carrying 45+ Minnows with me to go Fishing, while catching Fish that also do not stack. It's an inventory mess. This is one of the many issues that could easily be solved for inventory space without giving us more inventory SLOTS.

3> Give us more methods to obtain Dwarf Pugils and Drill Calamary. Also, make them used for more things. The annoyance people go through to obtain them, often are not worth it for what they do. But if they weren't annoying to obtain, they'd have quite a bit of use. Adding more fish that these could catch would also be nice. Remember, these are CONSUMABLE bait. The main annoyance is that you'll only catch 0 or 1 Fish with each one.

4> Allow us to trade multiple fish at once for Inside the Belly. Also somewhat tied up in the annoyance for #3, but in general, the drop rates of items from ITB are low enough that you'll usually turn in hundreds of a fish to get anything. This is a huge time sink that is just unnecessary due to the NPC animations.

That's about all I can think of for the moment.
As someone who's had their Ebisu for just over a year now, I really appreciate that SE has been giving a bit of attention to Fishing here and there, and I look forward to more.

Sarick
07-20-2012, 11:28 PM
Add the magnetic rig that was mention last week that more or less catches items over fish.

Rishi
07-26-2012, 03:49 AM
Since SE seems to be still interested in making Fishing adjustments, just wanted to throw out some thoughts. I doubt this will be looked at, but worth a shot.

1> You've increased the stack size on consumable baits to 99. This is great. However, you didn't do anything to accommodate it. The guild stocks VERY LITTLE amounts per day. It's very easy to buy out the guild in one or two purchases, and generally you'll be left wanting more bait. Also, crafting amounts don't add up towards 99 correctly. For example, Insect Balls are made in sets of 12 still. It might be too much to ask, maybe up them to 33 Insect Balls per synth? Possibly alter the recipe?

2> Make non-consumable bait [Lures/etc] stack to 12. I can't even begin to explain the annoyance of carrying 45+ Minnows with me to go Fishing, while catching Fish that also do not stack. It's an inventory mess. This is one of the many issues that could easily be solved for inventory space without giving us more inventory SLOTS.


I'd love to be able to HQ synths, now that bait stacks to 99, I dont see why we cant have more than 12 per craft

wish12oz
07-26-2012, 11:45 PM
3 and 4 I could live without, but 1 and 2 would be life savers and it was silly for SE to not code them in to begin with.

geekgirl101
07-27-2012, 08:22 PM
How about letting us fish when we feel like instead of restricting us to xx amount of fish per 24 hours and improving the skill rate so it doesn't take a year to get from 1-100? I cba to fish anymore because you can only catch so much fish per day until you get "you were unable to catch anything" messages, or someone else has already fished the area out. The odd times I did manage to fish myself out I just got 0.3 skillup. It's a horrible hobby craft to level. I used to like it when I could spend an entire day not doing anything else but fishing because I wasn't in the mood for much else, even though the skillups were still as bad at least after a day I came away with 2-3 skillup points.

Eric
07-27-2012, 08:56 PM
High level fishing is very profitable, so it makes sense that the craft is so hard to level.

geekgirl101
07-27-2012, 09:59 PM
High level fishing is very profitable, so it makes sense that the craft is so hard to level.

No, it doesn't make sense. If the high level fishing is that profitable then the high level fish should be harder to catch, not nerf the whole craft itself.

Eric
07-27-2012, 10:09 PM
No, it doesn't make sense. If the high level fishing is that profitable then the high level fish should be harder to catch, not nerf the whole craft itself.

(|Thanks for the offer, but I'll have to pass.|)

geekgirl101
07-27-2012, 10:35 PM
(|Thanks for the offer, but I'll have to pass.|)

That's only because you care about what's in it for you, not for everyone else. You're too spoilt.

Eric
07-27-2012, 11:07 PM
That's only because you care about what's in it for you, not for everyone else. You're too spoilt.

I have 11 fishing skill, so I don't know what the fuck you're talking about.

I just don't think it's fair to punish people who have put the work into getting fishing to 90~110 just because you can't be bothered to spend the time required to skill up.

geekgirl101
07-28-2012, 12:36 AM
I just don't think it's fair to punish people who have put the work into getting fishing to 90~110 just because you can't be bothered to spend the time required to skill up.

Do relics and mythics drop out of the sky when you hit 99? No, they don't. A lot of crafting recipes at higher levels require ingredients which can't be obtained just by walking into a guild or drop off a level 1 bat. Fishing should be no different, the higher the level of what you're trying to get should always be a little harder to get or we'd all have the best of everything at the end without any effort and complaining that there's nothing more to do.

Eric
07-28-2012, 01:51 AM
If I'm not mistaken, the fish that make the most gil require an Ebisu rod, which is a fair amount of work on its own, so what you're asking for is already there.

Back to the point, I don't see a problem with fishing as it is right now. This game revolves around long-term goals. Make fishing one of your long term goals. Everything in this game doesn't need to be Abyssea-paced. Fishing is separate from the other crafts for a reason. It's different in a lot of ways, including the speed at which you can skill up. Exercise a little patience rather than expecting an easy button just because you're not happy with one aspect of the game.

Okipuit
07-28-2012, 04:25 AM
Good morning fishers,

The Development Team gave us some information regarding your suggestions:

The reason why consumable bait stacks have been increased to 99 was to alleviate inventory issues. Allowing high quality/normal quality synthesis recipes to yield up to 33 pieces of bait is a different story and as of right now, there are no plans to alter the amount these recipes yield. Also, in regards to non-consumable lures, we do not have any plans of making these stackable.

Kalilla
07-28-2012, 04:44 AM
I also agree that the lures should not become stackable, so no disagreement here.

Sapphire
07-28-2012, 05:09 AM
Even if the recipe isn't changed to yield 33 pieces, we really should be given the chance to HQ it, say 12/24/36. It's really frustrating that no matter how high your cooking is, you always just make 12! It's certainly not giving me an incentive to level mine past 35, I'm still going to make the same number of meatballs...

Rishi
07-28-2012, 05:24 AM
or can they change something so my 97 cooking skill doesn't break on meatballs? if I could HQ it 12/24/36 I wouldnt feel so bad about the breaks I do get.

Nala
07-28-2012, 07:02 AM
remember when you did this for fletchings, arrow and bolt heads? killed the AH market for them because sything enough to list a stack of 99 was beyond annoying given the yield inconsistency with stack size.

Kari
07-28-2012, 09:32 AM
Good morning fishers,

The Development Team gave us some information regarding your suggestions:

The reason why consumable bait stacks have been increased to 99 was to alleviate inventory issues. Allowing high quality/normal quality synthesis recipes to yield up to 33 pieces of bait is a different story and as of right now, there are no plans to alter the amount these recipes yield. Also, in regards to non-consumable lures, we do not have any plans of making these stackable.

You say you made that change to alleviate inventory issues, but most fishers still require to take up 40-60 inventory slots in Minnows? Sure, fishing things with insect balls and meatballs has become much nicer, but most fishers target fish that can't be caught with consumable bait, and also break the line on Ebisu.

I would settle for HQ-ability on the consumable bait synths rather than straight-up 33.

Kristal
07-30-2012, 09:09 PM
You say you made that change to alleviate inventory issues, but most fishers still require to take up 40-60 inventory slots in Minnows? Sure, fishing things with insect balls and meatballs has become much nicer, but most fishers target fish that can't be caught with consumable bait, and also break the line on Ebisu.

Minnows can be crafted with minimal skill, and a stack of each material results in 12 minnows for 3 slots. So how do you get to 60?

Cybernetic_Empire
07-31-2012, 12:46 AM
They should just make an extra 80 inventory category and name it "Tackle Box" allowing it to hold rods, bait, lures, etc.

Kristal
08-03-2012, 12:02 AM
They should just make an extra 80 inventory category and name it "Tackle Box" allowing it to hold rods, bait, lures, etc.

Except I'd just jam it full of lumber, ingots, cloth, etc. So why call it a tackle box? That's what a mog satchel is for.