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Fishing needs some QoL changes


PollexMessier

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Hotspots are by far the worst part about fishing. Mainly, that you have no indication of their duration. Throwing an expensive bait into a hotspot only to watch is disappear a second later is a massive mood killer, and they're still kindof a pain to see. I have a hard time sometimes determining if a hotspot is actually a hotspot or just environmental effects. sollution: innate hotspot detection. occulus has it's thing but I hate taking it when I could bring a more useful companion, but adding innate detection I don't think invalidates occulus if the range is really small. on top of that though, the fishing icon should act like a duration bar that slowly goes down as the time elapses, so we don't have to waste bait (and by extension standing because you guys decided to remove craftable bait from the game) on nearly expired hot spots.

Ether fish need to not be able to spawn in or swim through walls (I assume you would've fixed this already if it wasn't incredibly difficult), Or fishing spears need infinite punch through, this is a much easier change to make. Because having a rare fish spawn inside a wall and being irretrievable is also an incredibly frustrating thing to have happen. I get that you don't want spears to go through walls because that would be "immersion breaking" but a fish spawning inside a wall already breaks that immersion, then at that point I just wanna be able to catch the damn thing.

Fishing spears need more range, the dye range for fish is larger than the spear throw range and this is, yet again, a frustrating occurrence when a fish spawns or swims outside of this range and refuses to come into it. Spears should have slightly larger range than the dye so you have a chance of catching all the fish you can see.

There is no in game way to know the locations of any of the fish until you have caught one and can read it's description, which will usually tell you. But sometimes it doesn't or it only tells you one of multiple conditions for it to spawn. There also isn't an in game list of all the available fish and what they actually give you. All fishing npcs should have a list of their open world's fish with comprehensive information on when and where to look for them, and what parts they give you. This also ties back into unnecessarily wasting bait. If you want this to be less of a wiki game, this needs to happen.

Dye completely enveloping fish in a glowing silhouette is nice for visibility, but SUCKS for depth perception. Often I can't tell if a fish is in front of or behind an obstacle due to the effect, an issue that would be irrelevant with the punch-through change, but also I frequently miss targets because I didn't properly follow the shot through for the distance, because there's no way to distinguish a big fish that's far away, from a small fish that's close by while the effect is active. maybe make the glow fade the farther away a fish is from you. This would even make the dye more usefull because it would make it easier to distinguish distance with the die active than it would be with it not

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1 hour ago, BansheePrime said:

You know what I hate about fishing in Deimos? The blue dye exists for a long time beyond when it actually expires. Meanwhile the orange dye disappears the second you drop it. Now, I'll take that in depth fish catalog.

the "orange dye" is suppose to make fish less flighty, not give them a visual effect. I've never seen it actually work whenever I've tried to use it tho so I dont really think it's worth using. especially since the only way to get fish out of walls if they refuse to swim out is to scare them out.

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