I don't have much time to play and a growing backlog of big fishes
I don't have much time to play and a growing backlog of big fishes
https://na.finalfantasyxiv.com/lodes...cbd42e09f6f565
HQ Items Unobtainable After the Release of Patch 6.0
Items gathered via botany, mining, and fishing
... I'm guessing language will change to "size" instead of HQ, and it won't REALLY change at all though.
Well, I'm working on bigfish, so I have a bait for every fish that might end up rotating in due to weather. Once I catch every fish that needs this bait, I'll be able to get rid of that bait.While I agree a bait storage would be nice...may I ask a question?
What are you guys doing with so many different baits?
I have like 6 maybe. 3 for ocean fishing, 3 for the big fish I have left to catch, and that's pretty much it...I could understand going up to 15 at times, but 40? You don't need to keep all the ARR/HW/StB baits anymore...
Yup that's precisely what I am getting at. Adding a bait box is basically a solution to a temporary problem. Once you are done with the log, it just becomes wasted inventory slots in a way.
I think a better solution would be to just delete a large majority of the baits from the game, and change the baits needed for the big fish. (especially true for ARR baits)
Lots of the bigfish take a bait that is different from the other fish at the location, if you make them take the same bait as others at the location you'll make that fish harder... so lets not change it, eh?
1. Rather than mooching, why not let us use "trash" fish caught as bait for bigger fish in that same area?
2. How about letting us use things we've caught to make bait? Snails, shrimp, crab, clams, and small fish make excellent bait. It would certainly be more useful than desynthesizing tens or hundreds of low value fish at a time. I'd be quite happy to carry around a few lures to use to catch bait animals then use up the stuff I just caught as bait for larger and/or higher value targets.
There are ways it could be changed to reduce inventory clutter without taking away the ability to use bait/lures to narrow what can be caught at specific location.
With bait/lures mostly being vendor items at this point (and the few that come solely from crafting could get moved to vendors), you could effectively reduce things down to 8 baits/lures. You have freshwater and saltwater, then 4 for each type: one for small, one for medium, one for large, and one for the big game fish. If I'm fishing for something small and freshwater in Gridania, I could use the same bait I use for small and freshwater in Yanxia.
That's effectively what we're already doing with mooching - using what we just caught as bait. We just can't use it at a later time of our choosing.1. Rather than mooching, why not let us use "trash" fish caught as bait for bigger fish in that same area?
2. How about letting us use things we've caught to make bait? Snails, shrimp, crab, clams, and small fish make excellent bait. It would certainly be more useful than desynthesizing tens or hundreds of low value fish at a time. I'd be quite happy to carry around a few lures to use to catch bait animals then use up the stuff I just caught as bait for larger and/or higher value targets.
Making everything we catch potential bait multiplies the storage problem. Instead of there being 80 something different baits/lures (or whatever the current number is), you've increased it to several hundred.
NQ/HQ fish are tied to the size of the fish. It's why the HQ animation makes it look like you're reeling in a larger/heavier fish.Honestly nothing will really change that much. Whether something is NQ or HQ is independent of the size of the fish so instead of using the percentages to decide whether a fish is NQ or HQ, Mooch will likely be usable when a fish is in a certain upper percentile of its size range. Actions like Patience and Patience II will raise the floor of the size range so that the likelihood of being in the Mooch range is high, which is pretty much the same function as before.
The same size range could be applied to Ocean Fishing too, where sizes that fall into the Mooch tier are given double points just like HQ fish are now.
As for the achievements, they said these would be adjusted to work with the new system so you don't have to worry about them being removed.
During the live letter, they mentioned that fishing would use a "different parameter" when it comes to HQ, so what you've described in the rest of your post is probably accurate on what they plan on doing with fishing in Endwalker.
I may not have expressed thoughts fully, sorry. Say I'm out trying to get X fish for weekly turn-ins and end up with 50 herring and 100 snails that are useless for anything other than desynthesis. I'd love to be able to use those 50 herring and 100 snails as either a) whole bait by themselves, b) add a CUL skill "Cut Bait" to process the otherwise useless catch, or c) get bait via desynthesis and do away with vendor-supplied bait entirely.
I'm a big proponent of DoH classes supporting DoL and vice versa; especially when it comes to fishing. I absolutely loved being able to make lures as a GSM and the fish I caught going to level CUL. It was a good chain of experience gain of gather lure materials, make lures, fish with lures, use fish to make food. Why not complete the cycle by supplying the bait by CUL? If nothing else, this will create an XP gain synergy between CUL and FSH in the same way that MIN and BSM/ARM/GSM or BTN and CRP go together.
Why not take it one more step further and let said crafted bait be sold on the MB to increase the income generating strength of FSH past supplying a couple things for quest turn-ins or the odd item for the desirable foods. People won't always need Chili Crab, but they'll always need bait and catching a fish that doesn't generate the type of bait that it consumes [snails = herring bait (sm), herring = cod bait (med), cod = monkfish bait (lg), monkfish = shark bait (big game)] will cause a person's stock to decrease, requiring purchase from other players.
I'm 100% with you on reducing baits and lures to FW or SW small, medium, large, and big game so perhaps certain catches from the various types of hole would count as a specific type of bait. Something like catch A from location X, catch B from location Y, and catch C from location Z all count as FW small, etc.
I'm cool with differences in catch rates between lures and bait, but I think we could do away with carrying multiple baits/lures *and* accumulating 5-6 different critters from each fishing hole/trip.
Perhaps I'm off my rocker with this. Something about the idea of having fishing be a holistic thing where it serves itself in a (mostly) self-sufficient cycle is very appealing to me.
Last edited by Illmaeran; 09-30-2021 at 10:11 PM.
from https://na.finalfantasyxiv.com/lodes...cbd42e09f6f565 :
Regarding the adjustment of actions and attributes which affect HQ yields, we are planning to add a new attribute to fisher to replace HQ yields. In a similar vein to the downscaling of values mentioned earlier, the removal of HQ items is also an effort to slim down data for continuing development and operations in the long-term.
I love fishing but the whole bait thing is insane. I had to convert my chocobo saddlebag into a giant tacklebox just to hold all the bait I've accumulated. My fisher is only level 40 something and my choco saddlebag is almost half full of just bait.
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