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Created by Guest
Created on Sep 28, 2024

Fishing Adjustments

The current setup in terms of both the act of fishing on the part of the player, and the output in terms of what you can catch, is a bit lacking. Some thoughts to perhaps consider:

  • Adjust % chance for fish to bite, and for different types, based on time of day in game. Similarly, adjust variables based on current weather status (storms etc). Makes the environment matter more, and gives players something more to think about when gathering materials.

  • Add in fiendish/bound variants for fish in different biomes, based on minor realm cards. Eg. Blood Moon may yield vampire fish of some sort; Deep Fae Wilds may net a talking boot fish; thinned veil may result in catching "a faint memory of a fish". This would make fishing in riskier situations potentially more rewarding, and could add in more thematic/lore components.

  • Adjust fish caught in realms to match appropriate tier, with a chance to catch rare 'high' tier fish (realm tier +1?), so that there are less wasted fish. So in asc realms, you could catch a pupfish and it'd be t4, catching a rare one would be t5.

  • Increase fish variety and RNG on realm creation. Keep the total varieties of fish in a realm static - 3 or 4 per realm - but increase the total different fish possibilities per realm to more than double that (6 to 8). Have the combination be randomized. Increasing the count, aim to have some fish be more "food fish", others more "crafting fish" and to align roughly to different crafting/food goals. The aim would be to encourage players to hunt for specific fishing locations / spots.

  • Add in random events that can be triggered by fishing, keep it a bit unpredictable. Eg. Cast your line, hook a "ticking clock fish", as it gets closer it turns out to be a croc with a clock.

  • Add in bait, to hedge bets for preferred fish. With increased RNG, it'll potentially feel more grindy if you're going for a specific fish - giving players ways to actively target the things they want, if they work for it, helps to mitigate that (and provide more stuff for players to do).

Some of these, if implemented, wouldn't be "apparent" on the surface, so I'd also hope to see some sort of specific tutorial / guidance option -- likely in the form of a Nightingale city npc or something... not sure how you all are thinking of bringing that forward, if/when you do.

Category Tags Other
Mode Both Online & Offline
Sentiment Feature Request
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