spartaxoxo wrote: »
For example, basic fisher gets 2 casts for every 1 of the upgraded rod. But, the fish is fatter for the upgraded rod, so it has loot similar in quality to pulling 2 casts.
That's how these things generally work in other games?
I wouldn't know, I don't fish in other games.
You think that the "fun fishers" wouldn't complain that they get half as many chances to catch the achievement fish than "boring fishers"? Or are we revamping the whole fishing achievement system, too?
So we're suggesting adding an entirely new system, new equipment slots, new equipment, new fish, new loot tables, and a new, separate achievement track. Anything else we can get you with our unlimited time and resources? Do you want a new skill line, too? New CP nodes? Maybe some new scribing?
Cool, so in addition to "assume perfectly spherical objects in a vacuum," ("make it optional), we're also now at "assume infinite energy inputs" ("no resource/difficulty constraints").
These aren't real suggestions. They're idle fantasies.
Edit: While we're here, how about a brand new Fisher class? And a new zone for fishing! And maybe a fishing-based dungeon! OR A TRIAL!
Let's do a whole expansion cycle just for fishing! The sky's the limit!
Is it enjoyment, or is it operant conditioning? I believe that in the case of fishing, what people perceive as fun is really just learned behavior reward baiting that makes their brain go ding. It's the most primal form of entertainment possible and I just want something more involved than that.spartaxoxo wrote: »spartaxoxo wrote: »<snipped for brevity>
I don't see that as an indication that people enjoy fishing and don't wish to see change. More like people don't trust ZOS to make things optional.
Well.... exactly this. Though for me, fishing as is IS fun, though I am probably a minority as usual.
I don't think most players enjoy fishing. But, I wouldn't want ZOS to do something that removes the enjoyment from the people who do, regardless if the population is seemingly pretty small. I get the fear of how ZOS handles things. They have been heavy handed in the past.
Hear hear.spartaxoxo wrote: »I just don't think that's on us as players. I think being able to engage in activities in multiple different ways generally makes activities more immersive, fun, and interesting to a bigger group of people. And I think live services games should refine their systems for constant improvements. Single player games are static by nature but the beauty of a live service game is that it can change.
I think about changes like golden pursuits, which seems to be feedback about the game lacking variety in the way rewards are earned and needing more options, and think they are a good thing when done right.
What's fishing like in Stardew Valley? I have absolutely no idea. I've never played the game. Nor has any details on what the fishing mechanics of the game been provided. So... What is there for me to discuss?
Since none of the "fun fishing" proponents were willing to describe it, I looked it up. It looks like a total nightmare, tbh, and I see why one of the most popular mods removes it entirely.
Here's how it works:
1. You cast your line.
2. You wait.
3. Eventually (random timer, influenced by bait, environment conditions, etc.), a fish bites. You push a button to hook it.
4. A mini-game appears. The mini-game is a vertical slider-bar. The fish moves up and down in this bar.
5. Rapidly tapping a button moves a green catch-zone up the bar. Slow tapping lets it move slowly down the bar. Releasing the button drops it to the bottom (where it bounces before settling, which adds to the nightmare).
6. Easy fish mostly stay in one spot, or move very little. Difficult fish zip up and down randomly at amazing speeds.
7. When your catch zone is on the fish, the timer bar starts to fill. The bar must fill completely to catch the fish.
8. Whenever your catch zone is not on the fish, the timer bar starts to run out. If the timer bar runs out, you lose the fish and start over from 1.
I strongly suspect that the "fun fishing" folks haven't specified the nature of the Stardew Valley system because they know we'd immediately be like "OH UGH, HECK NO" when we heard what it actually entails.
Edit: This is the system being suggested:
[Edit 2: finding a better video; all of them seem to involve some amount of cussing]
[Edit 3: Here we go: https://www.youtube.com/shorts/FrQuAaZpx08 ]
SilverBride wrote: »More complicated and time consuming fishing does not equal better fishing.
Cool, so in addition to "assume perfectly spherical objects in a vacuum," ("make it optional), we're also now at "assume infinite energy inputs" ("no resource/difficulty constraints").
These aren't real suggestions. They're idle fantasies.
Edit: While we're here, how about a brand new Fisher class? And a new zone for fishing! And maybe a fishing-based dungeon! OR A TRIAL!
Let's do a whole expansion cycle just for fishing! The sky's the limit!
Is it enjoyment, or is it operant conditioning? I believe that in the case of fishing, what people perceive as fun is really just learned behavior reward baiting that makes their brain go ding. It's the most primal form of entertainment possible and I just want something more involved than that.spartaxoxo wrote: »spartaxoxo wrote: »<snipped for brevity>
I don't see that as an indication that people enjoy fishing and don't wish to see change. More like people don't trust ZOS to make things optional.
Well.... exactly this. Though for me, fishing as is IS fun, though I am probably a minority as usual.
I don't think most players enjoy fishing. But, I wouldn't want ZOS to do something that removes the enjoyment from the people who do, regardless if the population is seemingly pretty small. I get the fear of how ZOS handles things. They have been heavy handed in the past.
I get the fear of change, but the outright dismissal of the idea of asking for change is what is happening here, and that's the trend I'm against. It's the extreme conservatism of the regulars on this forum.Hear hear.I just don't think that's on us as players. I think being able to engage in activities in multiple different ways generally makes activities more immersive, fun, and interesting to a bigger group of people. And I think live services games should refine their systems for constant improvements. Single player games are static by nature but the beauty of a live service game is that it can change.
I think about changes like golden pursuits, which seems to be feedback about the game lacking variety in the way rewards are earned and needing more options, and think they are a good thing when done right.
SilverBride wrote: »More complicated and time consuming fishing does not equal better fishing.
No, those qualifiers don't automatically make something better, you're absolutely right, but I can't imagine anyone coming to a forum to ask for complicated and time-consuming fishing for the sake of it. I get that you may not have experienced fishing minigames in any other game, but there are plenty of good ones that make the activity fun to do, and there are unlimited possibilities which the devs could employ that might be just as good.
spartaxoxo wrote: »Is it enjoyment, or is it operant conditioning? I believe that in the case of fishing, what people perceive as fun is really just learned behavior reward baiting that makes their brain go ding. It's the most primal form of entertainment possible and I just want something more involved than that.spartaxoxo wrote: »spartaxoxo wrote: »<snipped for brevity>
I don't see that as an indication that people enjoy fishing and don't wish to see change. More like people don't trust ZOS to make things optional.
Well.... exactly this. Though for me, fishing as is IS fun, though I am probably a minority as usual.
I don't think most players enjoy fishing. But, I wouldn't want ZOS to do something that removes the enjoyment from the people who do, regardless if the population is seemingly pretty small. I get the fear of how ZOS handles things. They have been heavy handed in the past.
I get the fear of change, but the outright dismissal of the idea of asking for change is what is happening here, and that's the trend I'm against. It's the extreme conservatism of the regulars on this forum.Hear hear.I just don't think that's on us as players. I think being able to engage in activities in multiple different ways generally makes activities more immersive, fun, and interesting to a bigger group of people. And I think live services games should refine their systems for constant improvements. Single player games are static by nature but the beauty of a live service game is that it can change.
I think about changes like golden pursuits, which seems to be feedback about the game lacking variety in the way rewards are earned and needing more options, and think they are a good thing when done right.
FYI I'm the one that said the second quote not EnerG.
spartaxoxo wrote: »It would be a one time thing and it can easily be small in scope.
SilverBride wrote: »SilverBride wrote: »More complicated and time consuming fishing does not equal better fishing.
No, those qualifiers don't automatically make something better, you're absolutely right, but I can't imagine anyone coming to a forum to ask for complicated and time-consuming fishing for the sake of it. I get that you may not have experienced fishing minigames in any other game, but there are plenty of good ones that make the activity fun to do, and there are unlimited possibilities which the devs could employ that might be just as good.
Oh but I have. I have played other MMO's that had fishing and I never saw anything like what that video showed. I don't even have words for how awful that looks.
I never really spent too much time fishing, because I find it boring and non-rewarding. Even the addition of mini games as suggested by OP would not change that, so I'm indifferent about it.
However, I would like to add one thought to the discussion that's nagging on me each time I read the forum. Whenever someone is proposing a change to the game, there is an impressively high chance that they will go defensive and play the "but it would just be optional" card at some point. On the surface, "optional" is a one-size-fits-all argument, designed to eliminate any tension between different opinions, but in reality, it is just a passive aggressive attempt at protecting the proposed changes against critical arguments and make each and every idea equally valid, regardless how absurd it may be. "I want flying penguins with rocket launchers? Don't like it? Switch it off!". See? Now YOU are the one to blame if you don't like the change.
While options sound nice and dandy in theory, they can potentially create a matrix of decisions, especially when each and every minor aspect of the game is drowned in more choices and selections than a tuna sandwich at Subways. Whenever ZOS adds a new feature or a QoL improvement of some sorts, a good portion of the player base is not (and will never be) even aware of the additions. Another huge part of the players just don't care and pick whatever is the default option. And a small minority of people are actually using the feature, sometimes complaining about how few people are using the feature. And you think that an option for an activity like fishing would make a difference? Think about extended group finder, think about the "what's that strange icon over my head" mystery and the list goes on.
So my point is: if you propose changes to the game, defend your ideas, convince the community and don't try to bail out from the discussion by using the but-it's-optional trope. It's not helpful.
Just to make this clear, this little rant is not meant to be against OP and his/her ideas.
spartaxoxo wrote: »It would be a one time thing and it can easily be small in scope.
That statement does not in any way describe the daydream version of fishing you're suggesting. The changes required for your specific suggestion are massive.
How are the devs going to take the "fun fishers" seriously if the only things they can think of to "fix" fishing require a huge amount of effort (which I listed two posts ago) that only a few people will ever engage with?
The only reasonable thing the devs can take from the "fun fishers" in this thread is "change fishing somehow"; everything else is wild, impossible fantasy.
Elvenheart wrote: »I never really spent too much time fishing, because I find it boring and non-rewarding. Even the addition of mini games as suggested by OP would not change that, so I'm indifferent about it.
However, I would like to add one thought to the discussion that's nagging on me each time I read the forum. Whenever someone is proposing a change to the game, there is an impressively high chance that they will go defensive and play the "but it would just be optional" card at some point. On the surface, "optional" is a one-size-fits-all argument, designed to eliminate any tension between different opinions, but in reality, it is just a passive aggressive attempt at protecting the proposed changes against critical arguments and make each and every idea equally valid, regardless how absurd it may be. "I want flying penguins with rocket launchers? Don't like it? Switch it off!". See? Now YOU are the one to blame if you don't like the change.
While options sound nice and dandy in theory, they can potentially create a matrix of decisions, especially when each and every minor aspect of the game is drowned in more choices and selections than a tuna sandwich at Subways. Whenever ZOS adds a new feature or a QoL improvement of some sorts, a good portion of the player base is not (and will never be) even aware of the additions. Another huge part of the players just don't care and pick whatever is the default option. And a small minority of people are actually using the feature, sometimes complaining about how few people are using the feature. And you think that an option for an activity like fishing would make a difference? Think about extended group finder, think about the "what's that strange icon over my head" mystery and the list goes on.
So my point is: if you propose changes to the game, defend your ideas, convince the community and don't try to bail out from the discussion by using the but-it's-optional trope. It's not helpful.
Just to make this clear, this little rant is not meant to be against OP and his/her ideas.
I've been thinking this about the "optional toggle" suggestion but just wasn't sure how to put it into words so eloquently. Thanks for that! If they make a way to toggle every system in the game to something else, it seems like every system would have to have two or more completely different versions taking up memory and game resources, and in the end it just wouldn't seem worth it.
Stardew fishing is very divisive and ZOS knows this. I'm not expecting anything like that. Frankly, I'd think more along the lines of:
1. cast line
2. fish bites
3. player taps to reel and moves the line left/right to keep the fish on the line
4. catch fish
Not additional UI necessary, just immersion.
SilverBride wrote: »Stardew fishing is very divisive and ZOS knows this. I'm not expecting anything like that. Frankly, I'd think more along the lines of:
1. cast line
2. fish bites
3. player taps to reel and moves the line left/right to keep the fish on the line
4. catch fish
Not additional UI necessary, just immersion.
Making things take longer is not immersion. Making things require constant tapping is not immersion.
This is a very bad idea that will only drive more players away from fishing.
wolfie1.0. wrote: »Honestly, I feel that right now this falls into the category of what I like to call scope creep or out of scope for what eso really needs.
Sure new fishing mechanics can be fun and less mindless... but exactly how much of the game involves that activity? and how much of the rest of the game needs help?
You don't fix an overheating cpu problem by slapping some rgb lights to your computer, you work on why it's overheating. Other items have priority, then comes rhe bling and yes a fishing enhancement would be being.
Also, one game doesn't have to have everything, sometimes less is more.
3. "This would be a waste of development time/money/resources" - This is the opinion of anyone who doesn't think a particular feature would suit them. It's subjective.
spartaxoxo wrote: »It would be a one time thing and it can easily be small in scope.
That statement does not in any way describe the daydream version of fishing you're suggesting. The changes required for your specific suggestion are massive.
How are the devs going to take the "fun fishers" seriously if the only things they can think of to "fix" fishing require a huge amount of effort (which I listed two posts ago) that only a few people will ever engage with?
The only reasonable thing the devs can take from the "fun fishers" in this thread is "change fishing somehow"; everything else is wild, impossible fantasy.
I never asked for Stardew. I deliberately didn't ask for anything in particular, because all I really want is an improvement on what I believe to be a nothing experience.Elvenheart wrote: »If I wanted to play a fishing mini-game like the one in Star Dew Valley I'd go to Star Dew Valley to play it, not ask for ZOS to make fishing in this game like fishing in Star Dew Valley
Because that's what forums like this are for. I understand disagreement but it's the way people on this forum recoil in horror over anything at all that gets me, and it's not just over player suggestions, but a lot of what ZOS does too. I just wish fewer people took an immediately closed-minded approach to a topic.Elvenheart wrote: »I think what the OP is taking as negativity is just a feeling of, "Hey, we like our game the way it is, why do you keep wanting to change so many aspects of it to make it more fun for YOU?"
spartaxoxo wrote: »I never really spent too much time fishing, because I find it boring and non-rewarding. Even the addition of mini games as suggested by OP would not change that, so I'm indifferent about it.
However, I would like to add one thought to the discussion that's nagging on me each time I read the forum. Whenever someone is proposing a change to the game, there is an impressively high chance that they will go defensive and play the "but it would just be optional" card at some point. On the surface, "optional" is a one-size-fits-all argument, designed to eliminate any tension between different opinions, but in reality, it is just a passive aggressive attempt at protecting the proposed changes against critical arguments and make each and every idea equally valid, regardless how absurd it may be. "I want flying penguins with rocket launchers? Don't like it? Switch it off!". See? Now YOU are the one to blame if you don't like the change.
While options sound nice and dandy in theory, they can potentially create a matrix of decisions, especially when each and every minor aspect of the game is drowned in more choices and selections than a tuna sandwich at Subways. Whenever ZOS adds a new feature or a QoL improvement of some sorts, a good portion of the player base is not (and will never be) even aware of the additions. Another huge part of the players just don't care and pick whatever is the default option. And a small minority of people are actually using the feature, sometimes complaining about how few people are using the feature. And you think that an option for an activity like fishing would make a difference? Think about extended group finder, think about the "what's that strange icon over my head" mystery and the list goes on.
So my point is: if you propose changes to the game, defend your ideas, convince the community and don't try to bail out from the discussion by using the but-it's-optional trope. It's not helpful.
Just to make this clear, this little rant is not meant to be against OP and his/her ideas.
Because it's the only possible way there is to get anything past the wall of negativity on this forum. Every single time I present something it's just endless hate. I'm trying to at least give people a way in to considering possibilities without their minds shutting down and instantly hating it. This forum is extremely conservative.
I know you're in the overland thread and I have to say that it makes the most sense there by far, and that is where I spend most of my time discussing an optional feature, but the fact is that I don't really think this should be optional. If it has to be, that's fine, but frankly I've tried making other suggestions here and while there have been some nice, constructive comments in this thread, it's always primarily negativity, and I'm just tired of the endless fight to defend an idea. I guess I'll just stop, which sucks, because I think there are a lot of ways this game could improve and I'd like to talk about them without needing to consider whether or not I want to wade into the kind of discussion we're having now.
Yeah. I actually think it's the opposite of avoiding criticism or feedback specific to your idea. It's the only way to get feedback or criticism specific to your idea.
Otherwise all the comments are "Nothing should ever change. It's good because I like it. I like it because it's good." And there is absolutely no feedback specific to the idea itself. It sometimes feels like we aren't playing a live service game which is a genre of game that makes improvements on existing systems all the time.
Making many improvements opt in allows for people who enjoy something as it currently to continue to enjoy it. And while I understand ZOS often doesn't take that route, that's not on the players giving the feedback. A post isn't going to automatically change anything.
Edit
Although to be fair OP, if the only thing to discuss is "I don't like it," there's really not much else to say beyond "I like it" or "I don't."
See, this is exactly why I didn't provide a specific idea. It doesn't matter what I say, this will be the response.
spartaxoxo wrote: »
I seriously doubt it's massive considering that it's a common in even low budget, smaller games.