Fishing Adjustments 11/13/12

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2010-06-21
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Fishing Adjustments 11/13/12
 Valefor.Esdain
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By Valefor.Esdain 2012-11-13 14:32:59  
Age: Perhaps the duration since character account creation. If you remember, you can't fish up more than like 10 for the first __ days after a new character's creation.

Just a possibility; or a weird translation.
 Sylph.Washburn
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By Sylph.Washburn 2012-11-13 15:37:25  
Or if they put a limit on how many fish you can catch depending on rank by allowing the purchase (with guild points) of a Key Item each rank up that allows you to catch an additional 20 fish.
 Quetzalcoatl.Wakmidget
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By Quetzalcoatl.Wakmidget 2012-11-14 15:19:42  
Okipuit;378455 said:
Good morning,

Sorry to keep you all waiting on the new fishing adjustments. I’m sure you’ve heard this quite often, but the Development Team really is quite busy and they haven’t had much time to focus on fishing specific changes. The following adjustments are what we are considering at the moment (…and please keep in mind this is very rough). Nevertheless, we would like to update you on the current status. Because we are in the preliminary stage, nothing is definite at the moment. In addition, a time has not been decided as to when we will be moving full steam ahead. With that said, please check out what we have planned:

Basic Outline
  • For the reeling in mechanics, we do not plan on completely removing it but we are going to make adjustments.

  • As mentioned in my earlier post, we plan on leaving reeling mechanics itself as a challenge to those with insufficient skills.

  • Fishing skills will have a bigger impact on results compared to the current system. In addition, the reeling in mechanics will be simplified as much as possible.

  • If your fishing skill is high, you can pull up a fish without having to reel in at all! (Similar to goldfish scooping featured in the past Sunbreeze Festivals.)

  • For the reel in mechanics, we will try to make it so there is minimal difference between clients regardless of their specifications.



Major changes

Reeling Entry commands
Previously, players were able to reduce their catch’s HP by half when they continued to enter commands in the opposite direction that their rod was pulled towards. However, since many users have pointed out that continuing to enter commands highlights the user’s machine specs rather than game-playing skills, we plan to change this function to “enter the command once” and you will be able to achieve the same results as the current multiple inputs.

In this case, if the command entry is successful, the catch’s HP can be reduced greatly based on fishing skills and rod quality. However, if entry fails, the catch will recover a bit of HP. We are looking into an effect in which the catch’s recovery rate is reduced based on fishing skill. Once the command is entered, regardless of whether it fails or succeeds, the rod will pull. In other words, repeating the command will do nothing.

Rod Animations
We will also make adjustments to the rod movement animations. The main situations we are looking to improve are when the rod is leaning far in either direction but does not stay for a long enough time for the user to enter a command. We will try to adjust this mechanic so you will have enough time to enter your desired commands.

Regen and DoT of catch based on fishing skill
Another idea we have is to implement a combo bonus type effect. (i.e. Reduce the catch’s HP further, reducing the fish’s HP over time, make the catch unable to flee, etc.) These effects will be granted when the user is able to successfully respond to the movements of the rod consecutively. Please keep in mind that this is not set in stone, but we thought this would be an interesting addition.

<table width="500" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Skill Rate Comparison</td><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Catch>User</td><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Catch=User</td><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Catch<User</tr><tr valign="middle" align="center" class="td01"><td bgcolor="#a8d0d7">Current</td><td bgcolor="#eaf2f3">Regen</td><td bgcolor="#eaf2f3">No Change</td><td bgcolor="#eaf2f3">DoT</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#a8d0d7">New</td><td bgcolor="#f5fafb">Regen</td><td bgcolor="#f5fafb">DoT</td><td bgcolor="#f5fafb">Stronger DoT</td></tr></table>

[INDENT]Basically, if the user’s fishing skill value is greater than or equal to the catch’s fishing resistance skill value, the catch’s HP will decrease. As our plan is to make the effects more noticeable than they are currently, as soon as the user’s fishing skill value matches the catch’s fishing resistance skill value, a DoT will be applied to the catch, and from there, the higher the user’s fishing skill value, the stronger the DoT applied.

For example, if a user with a fishing skill of 100 catches a carp with very low fishing resistance skill value, then the catch’s HP will decrease rapidly even without any rod commands due to the high DoT effect. This aspect closely resembles the initial features for the fishing system.

Oppositely, if a user with a fishing skill of 0 catches a fish with a high fishing resistance skill value, such as a bastore bream or black sole, the catch’s HP will recover rapidly due to the high regen effect. This aspect resembles the current features for the fishing system.

We will determine the detailed mechanics based on testing results. Of course we will implement the changes on the test server for all of you to try out, as well.
[/INDENT]

Other changes

High Priority Adjustment[INDENT]This is a feature that has already been implemented, but it is currently not based on any skill values. With the current changes, we plan on allowing for higher critical rates based on the user having higher fishing skill values than the catch. We also think it may be okay to add additional effects, such as immunity to fishing fatigue.[/INDENT]

Fishing fatigue
[INDENT]Currently, once a certain number of fish are caught, the user cannot catch any more fish for the rest of the day.
This feature was first implemented to combat RMT activity. If we simply take out this feature, RMT activity may increase greatly. As such, instead of removing it, we plan on implementing conditions that can be met to increase the fishing cap.
  • Successfully caught a fish after critical

  • Usable items to recover fishing fatigue

  • Catches that recover fishing fatigue after caught



The above are nothing but suggestions, but we would like to consider a feature that recovers users’ fishing fatigue as a reward.
[/INDENT]

Fishing ring effects

Regarding fishing rings, their numerical values for calculation may be adjusted based on the changes to the system.

However, it seems that the effects for most can be carried on as is, so we believe that users will be able to continue to use these items for similar purposes.
For now, we are looking at the above ideas as the main framework for our revamp.
Once we develop these ideas further and finalize the features, we will begin implementation. However, we would like to take our time to determine the optimal settings for reeling in time length and success determination elements.
In addition, we are also considering variables such as weather, time, and age.

P.S.

This applies to all of our posts, but just because there are aspects that have not been mentioned, it does not mean that we will not make adjustments to those aspects. If there are things that you have noticed, we will be able to look into them if you bring them to our attention.

Also, please understand that it would be very difficult to implement all of the aspects mentioned above all at once, so we would appreciate it if you would look forward to these improvements with patience.

http://forum.square-enix.com/ffxi/threads/28194-New-Fishing-Adjustments-Planned?p=378455#post378455

Official NA traslation, if anyone cares. <.<;
 Quetzalcoatl.Wakmidget
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By Quetzalcoatl.Wakmidget 2012-11-14 15:23:13  
I guess I did something wrong on c/p. I quoted Okipuit, but I guess there's a little more to it.
 Siren.Kalilla
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By Siren.Kalilla 2012-11-15 11:56:27  
11-15-2012 01:29 AM
[BG source] [JP source]
Slycer
BG Translator

More feedback from Fujito, my translation

Hello!

Since I can take some time to respond to the forum this week, I can answer some questions relating my original post. As I mentioned previously, the first post was just intended to outline some of the major modifications coming... this post will be more packed with details and specifics.

I can't really respond to other threads or posts, as usual, Oriole will get comments from the team and summarize them. Thanks!

Ok, let's go:

{{Questions about fish regen and skill ups}}

This feature is already in the current fishing system. HP regen for fish on the line works in regular intervals when the HP is 1 or higher. In other words, the fish can't regen from 0 HP. We aren't changing anything about this.

With respect to easing up fishing skill ups - rather than limit this to fishing in particular, Matsui, Ito, and I all share the opinion that there should be an overall adjustment for all crafting as well.

{{Questions about fatigue}}

Sorry if my original post was not clear. There are two types of fishing fatigue. One type is the upper limit on the number of fish you can catch. However, the other type, as you pointed out, is that the time to re-cast your line gets longer.

The purpose of this feature is to put players who continue to fish in the same spot for a long time at a disadvantage. Beyond that, of course, the assumption was that it would reduce the efficency of automatic fishing bots. That being said, we realize that players who aren't using bots are still feeling the effects of this kind of fatigue.

Of course, we will have to set the curve of how this varies accordingly and we will have to think about whether we want to change this when we make the adjustments to fishing. At this point, we'll leave it as is, and we'll gradually adjust this if it doesn't seem to cause any issues.

Let's give these some tentative names for convenience to avoid confusion in the future... we'll call the upper limit "catch fatigue" and the longer recast for people who don't move "continuous fatigue."

{{Question about release timing}}

Although I'd like to say that we're almost ready to implement the tests, the reality is that it will probably be after Adoulin.

{{Question about fighting against the highest level fish}}

As we discussed previously, the fish fighting will be adjusted to depend strongly on fishing skill. That said, for fish with much higher skill (resistance) than player's skill, such as Matsya, player fishing skill alone won't be enough, and the process will definitely require player input. We are also considering boosting this in certain ways, such as:
*Services or items that temporarily boost fishing skill
*Services or items that generate special debuffs against particular prey
*When a fishing critical occurs, the fish will be reeled in unconditionally

Additionally, several types of accessories to assist with fishing are already around. Since we are only now coming up with these ideas, please let us know if you have any better ones.

In addition to any suggestions you may have, we are also reading your opinions. Although we probably can't respond to everyone, everything posted here is helpful. Thanks all!

Translated by: Slycer
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