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But fishing, fishing ALWAYS gets turned into this stupid reaction and button holding crap where you get nothing and lose your resources if you fail. Because devs never stop and apply the same common sense to it. It doesn't make the game better. Give us the option to disable it, or make it RNG percentage based on character skill level.
Whats the point of crafting a workbench if its just done in a click? Why arent you forced to sit there and *actually* build, dragging parts onto an ikea style blueprint? Because it would be annoying AF, same as fishing is now.
If you enjoy pointless wiimote waggle, I could just blow you off and say go play on a wii. Instead, I'm pushing for an option. Let those who enjoy the system use it, and let those who don't skip it, just like the research minigame.
For the no other "obnoxious quicktime event" I don't undestand either, every minigames are QTE even if the QTE only shorts their duration
Building part by part (and the opposite) is actually a gameplay in other games...
Sure nothing like that in this one, building only requires to hold a button and have the tool. But my question is about the fact fishing is a way to get ressources, if you get them instantly, what's the point of not just fishing few seconds instead of looting areas ?
Hardly see where I said there shouldn't be such option, never meant to be rude. My question is about gameplay balance and what's waited of the game if you play a survival game where some basic ressources are farmable instantly, unless I understood something wrong ?
I don't think either the fishing gameplay is incredible, but at least it looks quite original next to just waiting and pushing button when the rope finally moves like most games. I guessed it was still a work in progress until release since it's a bit buggy sometimes
My point is, every argument for the fishing minigame being somehow needed for balance falls apart when applied to anything but fishing. Thats the part where people stop thinking and fall back to "well thats the way its always done, so thats the way it has to be done." And the game suffers for it.
Look at fishing as done in everquest or ultima online, it was RNG but based on character skill, same as any other skill in those games, without forcing some quicktime reaction garbage on the player. As your character skill went up, you fished up junk less and got higher quality catches. Thats how you do it right. Same as other crafting. Chefs dont have to play cooking momma to make soup or bake. You could call the burning mechanic a timed minigame, but its a very forgiving one and its just a single click, not "hold button and spend the next solid minute following random inputs."
Look at OP again, and realize there are people who find the minigame pointless, tedious and annoying. Options exist to fine tune gameplay by turning off other minigames. Now ask, "what does forcing the fishing minigame actually ADD to this game?" And "How is giving players an option detrimental here?"
There again, sure some people can wish to focus other aspects of the game instead of looting frequently and maybe late game it's loot long to loot basic stuff for what it's worth or the quantities asked, no idea how it is in Abiotic.
But supposing it is balanced to still be fun, I don't understand the fun if basic ressources are just instant and I wished to understand how the game is then played when in this way
Fair point for the cooking, even if it doesn't generate ressources it transforms one into another. Maybe I'm wrong but fishing doesn't require you to use baits nor damage the fishing rope, they just increase the luck to get what you aim for directly
If it's just RNG based without gameplay (and with a ressource cost I guess), it's just gambling where the more you play the more you can win ? Not what I would have thought for fishing but I guess that's also an original way
Only very recently found out skill doesn't much do in this side as you said, could have been usefull to have skill increase the luck of fishing fishes and maybe another tool where you get more luck fishing scraps if that's designed to be a way of gathering like someone else seems to say
I don't say the option shouldn't exist, or actually that fishing gameplay in the game shouldn't be changed.
I only wonder where goes part of the point of the survival with ressources when you can get those ressources instantly, since fishing is apparently illimited and the only thing it takes is crafting a fishing rope at least once, going somewhere you can fish and have some cooldown between loots because there is gameplay before the loot.
I only wish to understand the point, not to argue it's validity.
It's not ranked, not a challenge-focused game, mods are possible and seem to be free in their possibilites, save editing is apparently not prevented, etc. If you want to break the game there are already lot of ways and it's good this way because no point blocking that. I just ask why doing so in this game where ressources are quite a big part of it and it seems like I can't make that clear.
Maybe you don't care about the ressources or just not basic ressources after lot of hours already looting for them, maybe the late game is just too much farming currently, etc. up to something else I can't even imagine but that makes as much sens in another approach of the game. Out of curiosity, I wonder what it can be
Feel like i wrote that way too long but I felt bad not to answer
My main issue is there's no way to speed up the minigame with your skill level. The resource lottery when skinning fish combined with the time sink for each catch is the most glaring issue that can make people lose tolerance for the minigame as a whole.
It just needs refining. Putting the fishing rod(s) in the upgrade station to make catches faster would be an idea.
If you want fish, but you don't want to do the fishing minigame, make fish traps better. Other than a few times earlier in our co-op run, fish traps have kinda sucked; and I haven't heard any resounding successes with them either since they were added.
I'd say maybe let it catch things at a dramatically reduced rate without bait. Like, portal reset frequency levels potentially. That way it can still function as a passive source of fish while also not outputting quite enough to be appealing in a cost:return ratio for mass production.
Seems like community lore around developpment is fun
And yes, I agree with OP that fish traps should catch something without bait, even if it means a chance at catching trash, and a better chance at catching with bait.