04-29-2015, 11:45 AM
(This post was last modified: 09-01-2022, 01:03 AM by Fearless Community.
Edit Reason: Checked Encoding
)
The point is less the actual mechanics involved in either fishing or gathering (both mechanics suck and are technically boring), but the additional food types and commodities this will supply.
[Image: 5275249685bd71c5df9936272c37e289.png]
This is what we're currently thinking, only instead of a recipe for processed bait it would use a small contraband-like entity; legal contraband, so to speak. Along with changes with the food system (per Wood's meals update he's working on), this'll add multiple tiers of fish, each one better than the other (original fish will be nerfed). So we've got two new player-produced items which have no inherent market value, so it'll be based on supply and demand (especially if we eventually increase the demand for food), and difficulty increases (due to needing bait) but clear bonuses for using said bait. We've simplified the multiple rod system and instead decided to just keep all of this under the one fishing rod.
[Image: 5275249685bd71c5df9936272c37e289.png]
This is what we're currently thinking, only instead of a recipe for processed bait it would use a small contraband-like entity; legal contraband, so to speak. Along with changes with the food system (per Wood's meals update he's working on), this'll add multiple tiers of fish, each one better than the other (original fish will be nerfed). So we've got two new player-produced items which have no inherent market value, so it'll be based on supply and demand (especially if we eventually increase the demand for food), and difficulty increases (due to needing bait) but clear bonuses for using said bait. We've simplified the multiple rod system and instead decided to just keep all of this under the one fishing rod.