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Without a bulbfish in (or near) his mouth?
Snagging on Terrain:
This isn't an issue for classic mode, and I'm not TOO concerned with an additional challenge in the very late game for realism players.
The way I conceptualize it is this: Most of the fish in the caves have fairly predictable thrall patterns. My hope was that players would learn these patterns and lure fish to a safe area (or entirely out of the caves) before hooking them. Some fish literally require this. But "learning" these thrall patterns might not be fun for the player!
I think the issue is that there is very little margin for error. Either you're in a good spot to catch the fish or you aren't, and your success hinges entirely on that preperation. Maybe a big reduction in stamina for (at least some) cave fish would increase the margin of error and allow for more forgiving gameplay in these areas. What do you think?
Failed cast on catching a rock:
This is an intentional red herring designed to make rocks seem useless at first and encourage that rewarding "eureka" moment when players figure it out. Poor execution?
Swordfish not fighting back:
He's SUPPOSED to fight, actually. He's disoriented and begins fighting right as he realizes he's about to be caught--this is similar to the Turgeon. But right now he tends to accidentally throw himself out of the water at the very beggining of the fight. I'll tighten this up. xD
Quests too difficult:
This is really hard to balance and quest have been re-written more than any other feature. I've seriously considered a "quests buyout" purchasable (unlocked at higher levels) to fix these cases where players have a bunch of annoying quests, but I don't really like this solution. Any ideas?
Haven't touched the other things just yet, but I'm watching quests closely.
I appreciate all the feedback!
I totally get why the snagging mechanism exists, I'm just having issues where near reef fish or lunging cave fish instantly drive into the rocks and are irrevocably stuck. Some means to jog them loose maybe, at risk to the line, might be better than "oh that large fish dove straight down and hit the rocks sucks for you" (I've lost the Maw three times to this when it wasn't glitching).
The biggest problem I have with the rocks counting as a failed cast is it means you *require* scouting, and once I'm looking to catch something I usually prefer other upgrades to scouting.
Regarding quests, what if it was designed so that if you had two quests that asked for a "progression" fish it asked for a reasonably "tiered" set? Like, if I own a master rod and a luxury boat, and have quests asking for a Moga and a Cave Shark, ask for repeats of some of the far out/reef/easier cave fish?
speaking of the cave shark i managed to get it to lunge at my bait once but I've forgotten what it was that I was using as bait, and can't seem to get it to lunge again... #weshallfigurethisout
This is really hard to balance and quest have been re-written more than any other feature. I've seriously considered a "quests buyout" purchasable (unlocked at higher levels) to fix these cases where players have a bunch of annoying quests, but I don't really like this solution. Any ideas? [/quote]
Could maybe do a re-roll cost to drop a new one?