Brighter Shores

Brighter Shores

Chef and Fisher are Grossly Mismatched
This may be true for other skills that work together, but this is my own experience after going past 200. In general many skills are made where one has to be greatly higher than the other for them to work together. But I believe Chef/Fisher is the worst example of all.

So the immediate example is needing 261 Fisher just to make the 234 dish, which while is terrible for grinding Chef XP, I am a bounty runner and buying from the store is just grounds for losing money. Even 10 of them going to Rocky Road practically loses you money. But this is honestly just a minor thing. Then there's the example of needing 226 fisher for Oysters, and if you train both skills fairly evenly, Oysters will have gone out of style in terms of bounties by time you can actually do the venture. Thankfully, they don't cost as much.

No, the biggest offender is the fact that if you were to halt Chef then go hard in Fisher to align the skills, you'll quickly realize that in doing so you will cause your Bounty Cod to be outdated. And now every time you go to fish the Cod that your current bounties require, you'll have to Past Action them every single time. So anyone grinding Fisher to 261 to do their 234 Chef bounties will now have two types of Cod to contend with.

When it comes to Chef and Fisher in Brighter Shores, you cannot be a Chef. Instead, you must be a Fisher that cooks on the side. Then again, the game is greatly better designed for grinders, since who honestly does bounties when you can just spam stew/eggs from 0-500 and never have to deal with how other skills are designed? Actually playing the game is rougher than mindlessly getting a 500.
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Showing 1-15 of 15 comments
Fisherperson is easily one of the worst designed professions in the game. It does nearly everything wrong: Horrible xp rates, unbalanced nodes, useless nodes, nodes that are unreasonably far from a bank, nodes that universally respawn way too slow, nodes that move around completely randomly making them impossible to predict, nodes that respawn at random locations, and some of the worst profession-interaction in the entire game.

It does one thing right and that's not allow you to accidentally cancel an action when it's like 90% complete, but it even goes too far on that one and making an interaction basically impossible to cancel at all, even if you're 1% into the animation.
Last edited by Omega Haxors; Jan 11 @ 1:19pm
Greb Jan 11 @ 1:10pm 
Yeah it does seem skills lose cohesion after the 200 point, I hope they come back and look at 'em at some point. I remember a friend was annoyed with Woodcutting and Carpentry pretty early on after 200 in both, something to do with Hickory and Pine or something, they could cut one log way before they could saw it, at the same level.

Fishing has like Manta Rays unlock at 50, and then Chef lets you cook Manta Ray Wings at 50, so they clearly do want to lash two skills together...but then after a certain point I guess they figured it didn't matter anymore.

There's so many gaps between things beyond 200 so, I guess it was just really hard to keep stuff matched against other skills without making huge gaps in skill unlocks. Maybe.
Ratsplat Jan 11 @ 3:36pm 
So much of the game just feels like it was designed with trading in mind. But then the game was released with no trading. Even so, things should still get looked at if they expect people to remain as ironmen. Stuff like these Chef/Fisher issues shouldn't be present for them. Iron man is about doing everything yourself, not spending a whole day planning out your skills from 0-500 so you don't mess anything up.
XJ9 Jan 11 @ 9:26pm 
Tbh this issue is resolved if you could trade players.
Greb Jan 12 @ 7:25am 
Not only that, but when you consider it, the tools XP boosts and such also mismatch skills too. Just thinking about how bored I was cooking Fine Bacon Sandwiches to 61 Chef, so I decided to stop at 50 and do Fried Ray Wings which I think I need like 3600 Rays to do, but by the time I finish collecting 3600 Rays with my bonus XP from my spear + the enchantments on it (not many, only like 4 lol) I'm going to be something like 72 Fishing - at this point, going back and fishing Bigeye Gurnard for the soup I can now make would be inefficient, I'd be better off catching Cod.

Now obviously I'm just punishing myself where I could and probably should change to stuff like chicken and leek pies, and chef bounties would also help cut down the time, and I could just keep doing bacon sandwiches or vegetable stew into insanity, but still, my point is that some skills having all that bonus XP and then the production skills having no bonus XP also further messes with how skills are meant to mesh together as well, lol.

I'm not really asking for bonus XP to be removed, or that bonus XP get added to the production professions, just y'know, pointing out a further discrepancy.

Trading would definitely build bridges over these potholes, but still. I feel sorry for "Iron" players, and it's one of the reasons I'm probably not going to stay "Iron" when trading comes along - I'm happy to source all of my own crap and probably still will, to a point, but still, when gaps like this come up I'm definitely going to be tempted to just bypass it with trading.

So maybe it's 300 IQ genius design that only 30 years of MMO design can plan ahead and implement, lol - all of this, simply to stimulate the economy and grease the wheels of commerce between players :winter2019joyfultearssnowman:
Last edited by Greb; Jan 12 @ 7:25am
Greb Jan 12 @ 8:32am 
Originally posted by Middlemoor:
You said it yourself. The profession isn’t designed for you to keep making bacon sandwiches forever.

I swear half of your problems I see on here are entirely due to playing in a restricted, self imposed way.
Which is why I'm not making bacon sandwiches from 38 to 61, and have instead opted to stop at 50 and go fish the rays needed for 61. Chicken and Leek pie loses money unless you want to go and scavenge up the Leeks, which I did initially consider doing - I did it for the first tier of Chicken and Leek pie, after all - but I found pies to be a dull experience and seeing as you can only make 8 in one go rather awkward overall. It'd take the same amount of time for me to faff about levelling up Gathering and then collecting all of the leeks needed to go from 56 - 61 Chef after fishing however many Rays needed to go from 50 - 56 Chef, so I'd rather focus on Fishing. It's not a problem nor is it a "restricted, self imposed way" unless what...you want me to buy leeks from the stall and lose money?

Do you think I'm not doing Chef bounties? I do ones which don't require trekking out to the Dwarves or elsewhere that wouldn't be a waste of XP I could earn in the time it takes me to grab the stuff, cook the food and then deliver them. I don't factor in Chef bounties into my calculations for levelling up because they're random and you can only do 4 (6?) an hour - and because it's better to overestimate than underestimate.

None of this even matters though because, once again, like you always seem to do, you cling to my random examples that I use for the points I make, and in this case the point I was making wasn't my delightful Fishing and Chef experience it was a random thought that popped into my head being that on top of the level discrepancy we see with profession skills that clearly work in tandem with each other, producers and consumers, we also have to deal with the fact they gave us bonus XP on our gathering tools but didn't give us bonus XP on our production skills to compensate for an even further level gap the bonus XP causes.

You didn't even mention it! You never do! It's like you hang around here just to whine about other people posting lol. Get over yourself :winter2019joyfultearssnowman:

This discrepancy caused by XP boosts from tools is quite a common problem with Woodcutting and Carpentry, so I hear - and Carpentry itself further has level issues where you can cut down a tree long before you can use it to gain Carpentry XP, so you end up hanging around lower tier trees instead of moving on, as Woodcutting just moves so fast. Something like that anyway, I confess I don't have firsthand experience with this myself, I've only seen what high level carpenters talk about while I've been sawing in silence.

It's not a problem I'm not sitting here screeching and pissing myself in rage and terror, I'm just talking about a thought I had which also lends itself to the topic, at least I feel like it does.

Maybe it's something a passing developer might consider, who knows? They said they were going to look into all player haunts, including the Steam discussions, so maybe this information will be useful. I hope so!
Last edited by Greb; Jan 12 @ 8:35am
Greb Jan 12 @ 9:28am 
Originally posted by Middlemoor:
TLDR.
That is obvious. You can't even retain or parse what you bother to read anyway, very clearly.

Do yourself and me a favour and just block me if you're not going to read what I say. I make a habit of not blocking anyone because I do actually like to read stuff, lol. I'm not going to respond to any more of your posts if you're just going to fixate on a single thing. Cheers!
Greb Jan 12 @ 9:35am 
Originally posted by Middlemoor:
So you just want to complain all the time and have nobody question the fact that you’re always complaining? You’re right about one thing, I really don’t have time to worry about someone’s OCD.
This is a thread talking about a problem with the skills. Are you blind? lol

I came in here to express my own opinion on the matter, thoughts and feelings, once again in the hopes a developer might see the discussion and consider doing something about it, and because I can relate to other people. I don't enter threads with the express intent to start complaining about what other people have posted, or to try and argue or whine about them directly, because that's not the point of the topic itself.

If you've got a problem with me or what I post, you know what to do :winter2019happybulb: I'm done with you.

Try to not derail the next topic you enter next time, by the way.
Fogmoz Jan 12 @ 11:26am 
Yeah… I haven’t done much in Hopeport specifically because the two crafting profs require multiple gathering profs, and the gather/craft profs rarely sync up. I’m just a happy lil’ lumberjack and I throw all my kp/passive into WC so it’s well above Carpenter.

I feel like the intent is to make it more difficult to skill profs that work together simultaneously in order to incentivize trading, but since we don’t have that yet it’s a bigger headache than they mean for it to be. Ironman characters are just gonna have to suck it up, the inconvenience is part of the challenge 💪🏻

As for the ‘past action’ issue, from my (infrequent) experience with it, the game keeps the item rank you select, if not for the episode/playsession then at least while you remain in the same area. Am I misremembering?
Greb Jan 12 @ 11:36am 
Originally posted by Fogmoz:
As for the ‘past action’ issue, from my (infrequent) experience with it, the game keeps the item rank you select, if not for the episode/playsession then at least while you remain in the same area. Am I misremembering?
As it currently works, when you "Past Action" something it changes every resource node in that room to the one you pick, and remembers this until you leave the room, at which point it completely forgets.

Less of a problem for say, Fishing where all of the fish are in the same room, you can change one fish and then fill your boots and then go and bank them (or drop them, in the case of Flounders etc) before having to swap them back again when you return. For things like Mining and Woodcutting though where there's potentially only half of a loop worth of nodes in one room, you're constantly swapping them back to the lower tier as you move back and forth.

Ideally they'll make the game remember the exact resource you picked from "Past Action" and then never swap them back to the default, highest resource you've unlocked, until you log out or something.

The only issue here is lowering hostile enemies (I.E Tentacles to their level 0 version if you were level 500 Minefighter) to make them permanently non-threatening, but considering the most threat these enemies represent is wasting your time anyway and they'd do that at level 0 or level 500, it's not much of an issue - and they could just be made exempt from being remembering once you leave the room or something anyway, right?

It's something they ought to change when they get the time, it'd make everyones lives a whole lot easier for sure.
Last edited by Greb; Jan 12 @ 11:38am
Fogmoz Jan 12 @ 11:42am 
Originally posted by Middlemoor:
Gathering and crafting do sync up though.
Hmm? How do you figure? The skill level to gather an item is almost never at the same level as the skill level required to craft with it. Even Woodcutter and Carpenter start to desync pretty early, around 30.
Last edited by Fogmoz; Jan 12 @ 11:44am
Fogmoz Jan 12 @ 11:49am 
Originally posted by Greb:
Originally posted by Fogmoz:
As for the ‘past action’ issue, from my (infrequent) experience with it, the game keeps the item rank you select, if not for the episode/playsession then at least while you remain in the same area. Am I misremembering?
As it currently works, when you "Past Action" something it changes every resource node in that room to the one you pick, and remembers this until you leave the room, at which point it completely forgets.

Less of a problem for say, Fishing where all of the fish are in the same room, you can change one fish and then fill your boots and then go and bank them (or drop them, in the case of Flounders etc) before having to swap them back again when you return. For things like Mining and Woodcutting though where there's potentially only half of a loop worth of nodes in one room, you're constantly swapping them back to the lower tier as you move back and forth.

Ideally they'll make the game remember the exact resource you picked from "Past Action" and then never swap them back to the default, highest resource you've unlocked, until you log out or something.

The only issue here is lowering hostile enemies (I.E Tentacles to their level 0 version if you were level 500 Minefighter) to make them permanently non-threatening, but considering the most threat these enemies represent is wasting your time anyway and they'd do that at level 0 or level 500, it's not much of an issue - and they could just be made exempt from being remembering once you leave the room or something anyway, right?

It's something they ought to change when they get the time, it'd make everyones lives a whole lot easier for sure.
Agreed, and it wouldn’t surprise me if the team added something in the options to toggle the past action behavior to remember - exempting combat, for the reasons you listed.
Fogmoz Jan 12 @ 12:07pm 
Originally posted by Middlemoor:
Originally posted by Fogmoz:

Hmm? How do you figure? The skill level to gather an item is almost never at the same level as the skill level required to craft with it. Even Woodcutter and Carpenter start to desync pretty early, around 30.
Are you referring to how the professions interact or just the level requirements?

Anyway, you just adjust accordingly.
Oh yeah sorry, By sync I mean the level requirements. And honestly for me it hasn’t been an issue at all, but I can see how it could frustrate players that want to evenly level their profs. There’s also the past action issue that can feel like the game is punishing you with more clicks for being too far ahead.
Fogmoz Jan 12 @ 12:16pm 
Eh, like multiple people have already said, it’s a problem solved easily via trading.
Fogmoz Jan 12 @ 12:24pm 
Originally posted by Variation:
also what about people who dont trade? they just get to go ♥♥♥♥ themselves i guess?
As someone who plans on sourcing my own materials, meaning lots of ‘past action’ annoyances, yes. We get to, as you so eloquently put it, go ♥♥♥♥ ourselves. Or as I like to put it, we get to suffer the consequences of our decisions. :Supraglad:

>,>
It’s not often one finds themselves responding to ghosts…
Last edited by Fogmoz; Jan 12 @ 12:31pm
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Date Posted: Jan 11 @ 12:49pm
Posts: 15