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Thread: 6.0 fishing

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  1. #1
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
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    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by ICountFrom0 View Post
    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?
    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.

    Quote Originally Posted by Illmaeran View Post
    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.
    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.

    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.
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  2. #2
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    Join Date
    Dec 2014
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    Quote Originally Posted by Jojoya View Post
    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.
    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.
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    Last edited by Illmaeran; 09-30-2021 at 10:11 PM.