Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- It's easy to make a fictive system. But it's also easy for such a system to get "out of hand". Using real world values both creates recognition for players who know how to fish, create learning for those who don't and lastly it puts more simulator to the simulator name while helping to retain balance.
|--------------------| Rod breaking threshold
|----------|---------| Line breaking threshold
Middle line being the drag setting
So for example during a fight with the lvl 1 set and drag set to 0.3 kg, it could look something like this:
|XXXXXXXXXX---| Rod breaking threshold
|XXXXXX-----|-----| Line breaking threshold
Where X is the current tension with a lifted rod
And with a lowered rod
|XXXXXX-----------| Rod breaking threshold
||XXXXXXXX|XX---| Line breaking threshold
(note that line tension is higher than drag setting, so the reel should release line here)
... and so on and so forth.
However, i would not begin to alter the tension indicator until i knew my earlier gear values were absolutely solid in terms of usability, no bugs, fitting progression and so on.
But besides the point, i do agree that breaking strength probably isn't the best mechanic for the rod. It could instead just be wear and tear (durability). The higher the strain on the rod, the faster you wear it down, just for the sake of gameplay.
It could be done in many ways. Regardless, i would make sure to take offset in balanced real world values first, and then adjust gameplay after to retain both realism and fun. And longevity/replayability.
By longevity/replayability i mean after the gear is balanced and mechanics work, i'd then have to create timesinks/stoppers. Something to make the player want to progress, and having to work for it. That could be balancing money, balancing xp, balancing wear and tear, it could be benefits on boats and rental/gasoline costs, it could be whatever.
When mechanics work the way they should and with recognisable values, players will feel "at home". When players want to get from A to B they need to overcome obstacle C. Without an obstacle C or if they can get to B just like that, then getting there holds little fun or value.
For me personally, i aint a fisherman, but im interested, i have to read through forums wich type of role, line, rod and hook/bait/lure fits together as i played FP and moved to RF 4 while this is early acces, but i play this game too and like it much.
anyway...the good thing about this, the real fishermans of this community could give you advices how to proceed, while new players (like me) can´t fish 70 kg monsters straight away (same in reallife i guess) getting knowledge of fishing and the simulation part of this game would come closer.
a level orientation is okay, but i wouldn´t make it obviously which single parts fits he best.
so you are free to explore the gear if you don´t want any advices.