Fishing and Cooking

@Socrates|Mindark I hope you can take this feedback and do some magic. :wink:
First: Make sure to remove generic pills from dailies (skill pills can remain). We get plenty of enough pills from dailies that it will make it harder to develop any economy with this new fishing/cooking system.

It’s 111 new consumable buffs, two types 1 hour and 10h. Along with all the buffs listed.
Judging by the amount of consumable buffs and only 1h and 10h versions, lets divide the equally, wait we can’t so either 56 for 10h or 1h, and 55 for the other.

56 different 1h buffs.
55 different 10h buffs.
16 different types of buffs.

Personally I think they should remove 10h ones, and just keep 1h ones, but add system so that if you consume another 1h buff it will not replace the buff but simply extend it by another hour.

Going by pure logic that they want to replace generic pills, for 10 mg pills:
Accu 10 mg, Crit chance = 1 buff
Deva 10 mg, Crit damage = 1 buff
Hyperstim 10 mg, Reload % = 1 buff, but could be combined with run speed buff like with candy cane.
Nutristim 10 mg, 3 buffs - it would be a downgrade if they add single buffs for this.
Medistim 10 mg, 1 buff

For the basic generic buffs we’re at 8 buffs already.

What remains is:
[ul]
[li]Life Steal - Most useful (if it can go into action and go past 10% lifesteal).[/li][li]Increased Evade/Dodge - Useful, if it can go beyond 25% item limit (if its action).[/li][li]Divine Intervention - We have divine intervention chip, not really needed unless it is bigger chance than 50%.[/li][li]Auto Loot - We have frontier pills (not needed unless its bigger range).[/li][li]Skill Gain - We already got skill juices and we get tons of skill pills from dailies (so this just will oversupply skill pills further, should be removed imo).[/li][li]Synchronization - Worthless[/li][li]Harvesting Find Radius - Depends on range (can be useful now that we need more wood).[/li][li]Rare Mining Find chance - Can be useful for miners[/li][/ul]
Imo for longterm incentive to fish/cook they need to add a carrot for people to chase, they can do that by adding new buffs as its own separate buff (can be used to circumvent the existing restrictions on ā€œitem/actionā€ buffs and will stack ontop of them.

Must have debuff given to balance each of these new buffs:
[ul]
[li]% Damage output buffs[/li][li]% Health buff[/li][li]% Crit chance buff[/li][li]Critical Damage buff[/li][li]Damage taken reduced % buff[/li][li]Movement Speed buff[/li][li]Block damage buff %[/li][li]Can’t come up with more at the top of my head but I’m sure others can.[/li][/ul]
All these buffs can be limited by the higher lvl requirement/better fishing rods/deep sea fishing, will give incentive to progressing your fishing/cooking to reap the benefits. These buffs should be carefully designed and balanced with debuffs too.

Other buffs that should be added. To have buffs be useful for all professions.
[ul]
[li]Fishing related buffs[/li][li]Tree cutting related buffs[/li][li]Cooking buffs (for skill gain in cooking)[/li][li]Space mining buffs[/li][li]Mining buffs[/li][li]Crafting buffs[/li][li]Taming buffs[/li][li]Fruit / stone gathering buffs[/li][li]Sweat gathering buffs[/li][/ul]

2 Likes

Ideas for new buffs: success rate in crafting and increased blueprint finding rate.

2 Likes

Woohoo … sounds awesome ?

Quick question … can old kitchen stoves be used??

???

Pills from AI rewards are rare anyway, imo it’s very good and without them atleast I would not do them. Also skill pill droprate from them have been very much nerfed last months for me and many others

Super stoked for this! As someone that has spent a lot of time fishing and cooking in other MMOs, I believe this is going to be so much fun!

4 Likes

also,

pills should be simple and stackable like:

all pills to be 1h, if u want to have 3h session u mix them, refine them for 3h the period of time i want to play up to 10h maximum,
… simple
… stackable for the ones for the same buff like skill gain 100% + 50% + 30% + 10% = 190%
… lifesteal 1%/1h stacking them to 10% for 10h, maximum, because maybe i don’t need 5% LS to hunt something but deff 3% will help
… nutri 50HP + 30HP + 10 HP = 90 HP maximum, 1-10H stacking them thru choice depending on what is the need
… let ppl consume pills, make skills, grow up, evolve, as they see fit, are skills after all barely sealable if anyone has concerns about them to unbalance something

whatever…
think like chef!

1 Like

Planet Calypso, Next Island, Rocktropia, ARIS and Setesh .. so Arkadia, Toulan and Cyrene > bye bye ??

Might just mean, the planets didn’t want the fishing system … yet

The new fishing system allows you to fish in any body of water across the entirety of Planet Calypso, Next Island, Rocktropia, ARIS and Setesh.

Yet, more proof that ARIS was never a ā€œplanet partnerā€ ?

4 Likes

One thing to consider when you are implementing time of day to catch fish. Most players have a job irl and have a fixed time to play and therefor locked away from catching diffrent kinds of fish due to time passing as irl in the game atm.
What i think is needed is to have a ā€œfasterā€ day cycle in the game so you experience more day and night time during your gameplay session.
If not, i can see that many players are walking away from this activity cuz of said issue and the merket will be flooded with just one specific type of fish. It would create an inbalance due to your irl life impacting your gameplay.

Just something to concider, thanks!

True!
For those that are bored and got no goals, Guess what now

Just my premature thoughts. Nothing to be taken srsly before we actually see the system.

Those recipes look much more complicated even than RT crafting back in the days. Goal of the system was the same: engage big qtties of consumables in crafting. Unfortuanately it failed due to low level of activity on the planet (you simply couldnt get some mats unless you went to personally gather them). But the ones i did manage to complete felt rewarding. Personally looking forward to it. Especially if fishing wont have a residual/useless loot that cant be used.

My true concern is: amount of steps in crafting. Due to how success works, implementing a 4 step crafting for the final product will yield a result with rediculous final MU on it. Maybe this will have to be adjusted in the future: lower levels requiring lower crafting steps. Otherwise some ā€œfoodsā€ might become obsolete on release (just because its not worth to use them, like it happened to nanobots).

That I wholeheartedly disagree with. Fishing and cooking has a lot of goals now. Gotta catch’em’all and become a master chef :wink:

Mine as well, if it’s too many steps and gets too costly, the crafter/player won’t craft it because it’s losing money, if it’s just losing time like other game they won’t care so much, this RCE though. They did however do the disclaimer that in the coming days/weeks they may rebalance the items/blueprints associated with fishing so it can be properly balanced. So I’m sure they 100% gonna monitor the shit out of it and try to find a balance in usage/demand.

Ok now that Ive read the steam I can conclude that people running this company seriously just … I cant even…

The system created is complicated for no good reason at all. This could have been great. It wont be.

100 fish in game… :dunce:

(Its so hard not to be negative about this, having such a complicated system is not really future-proof, or player friendly). You have hunting mining crafting which should be in reality all much more complex systems but lets make fishing (which you basically throw a hook with a worm on and wait) the most complicated system in this game. It should have been just a small system not the whole buff system relying on 100 differerent fishes. Why not atrox meat, proteron meat, new energy matters that would be needed to mix it in cooking). No, lets have 11 fishes to make Fish Sauce Recipe… Lost opportunities…

Imo over time, this will be a disappointment.

4 Likes

Cooking end products will be equivalent to consumable pills - providing colonists with important and new buffs for their adventures. These will replace the existing generic pills found in strongboxes.

That would leave Universal Ammo, Pets, Nametags, and Rings in the strongboxes.

Will anything replace the generic pills in strongboxes?

Bait?, Lures?, Spool Cells?, BPs?
Or are the strongboxes to be phased out?

2 Likes

Looks good! ?

Curious to see the impact on pills, economy and activity.

Too bad i am already Contract Hunter and not Contract Fisher. ?

1 Like

This should be fun :smiley:

Please sort out pill stacking, @Mindark! Let us not have display errors, and let it be known what stacks and what doesn’t!

Also please consider adding the following buffs:
Coloring level buff (+5/+10/+15 levels for 1h)
Texturing level buff (same as above)

There are so many high level colors and textures no one can use because of the insurmountable skilling needed (as well as very very very boring). Buffs can fix this (partly).

Hunting profession level buff (as above, only 1h pills, and they must not be in abundance!) - be able to use high level weapons for short periods. Combo with skill pills for super skill gains, or for special occasions/events.

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Contract Hunter implies you are either a contracted hunter , or hunting contracts in which case you could make a case you are hunting for fishing contracts…

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I do agree a bit here, it’s a bit too many fishes if u ask me, and I do think:

There’s a place to incorporate something like this as part of cooking process, not just using fish as the only part. Give me a damn atrox stake, Lose health over time but give dps boost etc :smiley:

6 Likes

Fair point ?