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 Betreff des Beitrags: Fischen!
BeitragVerfasst: Do 20. Mär 2008, 11:52 
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Der Dev bestätigte daß das Bild echt ist:

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Hoffentlich kommt was Interessantes dabei heraus. Ich würde mich tierisch freuen von meiner Kojani Sloop aus bei Sonnenuntergang zu angeln! :D

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 Betreff des Beitrags: Re: Fischen!
BeitragVerfasst: Do 20. Mär 2008, 13:50 
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Registriert: Fr 29. Feb 2008, 18:57
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die prinzipielle fähigkeit zum fischen bewirkt leider gar nichts :(
wenn man nämlich mangels gelegenheit diese fähigkeit nicht ausüben, geschweige denn trainieren kann.
die meere sind leider nach wie vor fischlos.

da müssen wir wohl mit nunci nach norwegen fahren :p

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 Betreff des Beitrags: Re: Fischen!
BeitragVerfasst: Do 27. Mär 2008, 10:03 
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Wamtin wrote:

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bhuma wrote:

Whatever the VG fishing mechanics might be, other that ‘bobber watching', there are several features that should be included to make fishing interesting, useful, and fun.

1. There should be a variety of both edible and non-edible fish of different types and sizes that spawn in different regions at different times, such that the type and size of fish caught depends upon three factors: (i) fishing skill, (ii) where you are fishing, and (iii) when you are fishing.

2. It should be possible to use the edible fish to produce food, which in some cases gives temporary attribute buffs. Larger buffs should come from rarer fish that also require greater fishing skill to catch, and can only be caught in out of the way places, such as the shores of remote islands (inhabited by high level mobs) or in the open deep sea (inhabited by sea monsters)-perhaps only at certain times.

3. It should be possible to dissect the non-edible fish for a ‘small chance' of obtaining items from their stomachs. The loot tables should be such that the smallest and most common fish yield only mundane items, such as worn out boots, rusted daggers, etc. As the rarity and size of the fish increases, one should have a chance of getting common, uncommon, and even rare items. These items should include gear for all three spheres-and also fishing gear, which has the potential to raise one's fishing skill.

4. There should be heroic and legendary fish or sea-monsters that can be caught (or killed) by high-level fishing groups (or fishing raids) that are sailing the high seas. (think of the great white whale, or the giant squid from 20,000 leagues under the sea). But a sturdy sea-worthy fishing boat, and high level fishing skills by all aboard will be needed to summon the monster from the deep, not to mention the high-level combat skills required to defeat the monster once it arrives on the surface. These should be named six-dot sea-monsters of gigantic size, potentially powerful enough to sink the boat and kill all aboard. The ability to summon these monsters from the deep should be repeatable, but this ability should also require the completion of difficult fishing quests given out by obscure fishing masters. The named monsters should have the potential to drop heroic and legendary (raid worthy) gear for all three spheres.

5. In addition to fishing up fish, one should also have the potential to fish up notes in bottles, which provide obscure clues to hidden treasures-some of which are buried on land, and some of which are sunken at the bottom of the ocean.

These things would make fishing a worthy addition to the game, and they would also give boats some utility other than water transportation. No doubt this is a tall order, but if you want to do it right, this is how it should be done, at least in my opinion.

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Great ideas, most of which we have already discussed in the past to include in our fishing system. And believe me, it is NOT going to be a watch the bobber game.


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