First off, I did a lot of fishing in ArcheAge, so I have a good understanding of how their fishing system works and how you tried to mimic it. If you’re going to do that, you might as well adopt the entire system with very few changes to freshwater sport fishing.
In my opinion, the first attempt fell short.
First, why was freshwater fishing implemented in ArcheAge?
Because only P2W players were able to do saltwater fishing. As a result, they added freshwater fishing, which was a 99.9% opt-out PvP activity. You could use your fishing boat because the lakes that supported freshwater fishing had docks where you could sell your fish.
Freshwater Sport Fishing Feedback
Rowboats
- No ArcheAge owner’s mark? The fact that other players can interact with your rowboat is a serious oversight!
- Rowboats should function like mules; you should be able to store 2 fish or crates on them. You already have the tech that allows crates to be placed on moving objects.
Freshwater Docks
- Why are there no freshwater docks where you can row your boat to turn in fish? ArcheAge had these docks, and they were not that far from the fishing spots.
- Why are there no guards at the harbors to one-shot players? If a player turns purple, the guards should immediately kill them.
- If freshwater docks are added to lakes, they should also have guards that one-shot purple players. This helps prevent camping, which is exactly why ArcheAge had them.
Suggestion:
Fishing License (numbers used are examples only)
- If the concern is excessive gold generation, there are simple solutions. One idea is to add a fishing license that players must purchase at a freshwater dock.
- The fishing license would grant a buff that limits the number of fish a player can catch for one hour. A player would not be able to purchase another license until the current one expires.
Example: Fish Limited by Fishing Certificate Level
- Novice: 15
- Apprentice: 20
- Journeyman: 25
- Master: 30
- Grandmaster: 35
It’s not hard to put limitations in place without relying on a labor point system or the need for constant PVP to be a factor.