Hey guys,
I do want to say that I don't know anything about fishing being implemented into the game at this time and have no information on it relating to EU, we're just sort of spit-balling here.
Cyrene is more of a waterworld than most others. There has been chatter about introducing fishing for years now. Would you like to be the first planet that has it? In its most basic functionality, it would involve a weapon/tool that attracts mobs by a lure, and mobs that would be more or less attracted by specific lures. To what extent such a thing could be realized on the existing platform, or would require MAHQ to dedicate themselves to developing it, I don't know yet. If it were to be connected with land ownership in any form, it could allow a setup that doesn't require you to be present all the time, so that you could "harvest" a spawn as reward for the investment (waterfront property at a premium like in rl?) similar to how the new gardening system already works. But spending big before getting anywhere shouldn't be required to do it at all. It should be accessible also on a budget and made with an eye on new player retention. So a version where you could plonk yourself anywhere with your equipment should come first. (Hackfin might be more fun to angle than to shoot?)
Man this sounds really awesome, a lot of RPG/MMO games have fishing and it's really varied from an entertaining mini-game to a full fledged profession. Although I don't think it's really something that we'd be able to do alone without "MAHQ".
I do agree that many of the things should be more accessible / inexpensive would be the best option.
Unique?... lol... I can think of all kinds of things but, most would take more than a little work... such as the "flat-top trees you see in Africa.. with attendant populations such as a Leopard-like creature. We have desert areas.. how about "pop-up" denizens there?... how about, (rare), treasure caches..... Especially unique.... random Drill-bots that drop Ore particular to the area they are in.... San, you were talking fishing... how about fishing from Boats? there are several on Caly that don't DO anything... how about something more in line with actual fishing... even day-boat types... those could require the wood from OUR trees...
So some plateaus with creatures on top? or are they triggered to spawn somehow? I'm not against it. I also like the idea of drill bots dropping ore, or maybe refined ore, see about that on in the future.
Not too sure about boats though, while I'll concede the point that Cyrene has a fair amount of water, a boat here would have to travel the long way around to get many other places that'd be easier/faster to fly to.
One thing that has irked me for a while is the LOD on "prey" at LONG distance but, theoretically, still in the range of my gun... before they even get to the edge on my radar, they, visually, disappear.. not fair... I want to hunt "at range" to improve my ranged skills... and.. my settings are at High. I know, this is kinda off-topic but.. at heart, many of us ARE snipers. Also... there are good reasons for it.
This is sort of our of our control here, I did want to ask: if you shoot blindly at prey that is in range but unable to be seen, do hits against it register?
Im sure there will be agreement in this, if you can customize the buildings please make them like the old Janus buildings. If customizing the fruit grow isn't an option and adding fishing (as below) all the cyrene version bp's could be made to require Cyrene loot too, it would make players stay on Cyrene too.
I'd like to see Adj eco amps, this would allow us in a way to upgrade our UL guns too
I'm very pro all these ideas: Janus buildings, Cyrene fruit, if possible fishing.
Fishing sounds good and maybe the way to make cyrene gardening unique? add all land plots on the coast and make them fish instead of gardening and the fruit seeds are used as lures to catch fish. so instead of Bombardo seeds -> Adj Bombardo fruit, we have Bombardo seeds -> Hackfin. these fish can be processed into oils and used as lubicants in crafting
So it's basically the same system as gardening, but with a different look, sound really achievable when that time comes, however I don't have enough knowledge off hand to say that with any sort of certainty.
imo its not so much a desert but a wasteland, much like Mad Max & even the Dusters are Warboy like. I would like the Wasteland to be extended, more collasped buildings, rusted metal/vehicles & the dusters spawns in camps. Instances could be added for treasure in underground duster vaults.
I think this will play into the Dynamic Upgrade Map, I'll explore this further with the team.
>I would like to see activity levels better implemented on the road from noob to über. If fishing is somehow set within the resource 'gathering' platform, then have wood shavings (bulk useless material right now) be required for growing worms, required for low level fishing, low level fish maybe as the bait for bigger fish etc. Possibly the use of big fish catches would be as spawning totems for a mob that can only be hunted via this pathway. Cyrene already has several versions of 'limited access mobs', so maybe you could work in this uniqueness too.
Sounds really cool =)
Make it so that lots of new players can usefully spend time on activities that more skilled players will probably not do any more (basic gathering), in favour of advanced gathering as the skills kick in. Here I mean more like lvl 30-50 for stuff rather than lvl 10 or so. The maxing of the lvl3 harvester, for example, is much too soon in my opinion. Please do better on fishing rod lvls, for example, if you get to design a suggestion for MA.
I'll pass it along.
Ah, so their at least 1 stage behind Caly in terms of what's available.
>several stages behind Caly implementation, but the format now exists, so could be done anywhere faster, I guess
200%, seems about right for the speed of implementation vs usage.
If the trees aren't the limiting factor, what is?
>Well, the rarety of a different mob loot board used to craft a building component and then the use of DNA, for example, in the fruit growing stages. This puts the mu of some stuff up to a few thousand percent even with only a few people active - i.e. very unbalanced.
Thanks for this information, puts it into a better perspective.
I feel like what Ark does in this regard will dictate a lot of what we can do, waiting to see.
>I hope the balance is a lot better for whatever they decide to do....
I always hope for the best, but ideally by the time we're at the stage to implement this for Cyrene the majority of the kinks and bottlenecks will be identified so we can avoid as many as we can.
That's awesome, so it's really random and makes it a challenge to find the right trees and if they are spawned up.
>if they are not spawned you don't know what they will be when they do, so you go looking for a (semi-)regenerated area and run through those trees, resetting also the lvl1s for the chance of a lvl3 at some point. Lots of areas are mob-free, by the way, but Caly has a lot more space. It doesn't have to be pvp to create a hurdle necessarily, having mobs around also changes the dynamics of who will gather in an area.
Of course, gathering professions in many games are scattered across different play-styles. While I'll admit that Cyrene now has a lot packed into 1 game server I still feel confident that we have a fair amount of spaces that are unoccupied by both mobs & NPCs.
Cheers,
Kris