Search the Community
Showing results for tags 'fishing'.
Found 7 results
silly A tiny guide on AFK fishing
jodgi posted a topic in Guides - development forumDisclaimer The mix of PvE and PvP in a game is such a weird thing for me, it is a matter of taste, for sure, but it causes me quite a bit of irritation, frustration and I constantly get in people’s face about terrible PvE and wonderful PvP around here. I’m writing this as a guide but I will follow my modus operandi of prodding and poking PvE, agitating and polarizing. Consider yourself warned. Introduction This game has always revolved around fighting ships. We have several modifications more of less available that changes or enhances the way our ships fight. The very best of these modifications are behind a PvE grindwall. A few rather good modifications are behind a PvP exclusive grindwall. A competitive PvP player will want to have all the best stuff eventually, but he is forced, directly or indirectly, to deal with the PvE aspect to get everything. Some argue that mods aren’t that important, but I don’t believe that even for a second. You can get normal stuff from bullying bots in the OW, second tier stuff from fishing bottles in OW and top tier stuff from epic missions. I simply can’t bear the thought of spending time fighting stupidly overpowered bots to get stuff so I had to come up with a plan to avoid that completely. AFK fishing I may wish away absolutely everything PvE but it won’t happen. I decided to make my computer deal with PvE while I sleep, work, eat, go on vacation or what have you. With the stuff you get from bottles you can trade to get rich, make the best mods, trade for PvP marks or, as was my focus in the beginning, trade for the rarest PvE books. It worked for me; I afk fished for months, traded with people and ended up with all the books. This may be the easiest way to do it: Some set up super-effective alt-fueled and sandboxie powered fishing: I decided to use a dedicated physical computer with an alt so my main computer’s resources were always free to play proper (PvP) or do whatever else I do on it. You may not have access to a dedicated afk fishing box or inclined to buy a second NA copy (You should, because if you close your eyes to the PvE stuff; NA is one of the best games ever and the guys more than deserves your patronage), but you can just use your main computer while you sleep and work or use whatever combination that suits you. I sail a basic cutter far away to a corner of some teleport zone to minimize being found by random players so I can sit there as long as I need or want. Since we still have F11 coords and teleport to port we’re able to save a bit of time, but even when those two features are taken away we can just point our ship in some direction, afk sail for some given amount of time and simply spend the time sailing the ship back when convenient. Don’t sail your ship outside the map as there is no fish nor bottles there. When you’re at the fishing spot you need some sort of keyboard/mouse automation to keep the client logged into the game. I’ve fallen back on basic cutters and a simple click routine that converts fish and then throws everything but bottles overboard. There are many tools available to automate clicking: SeeShell for some fancy image based clicking, clickermann for some advanced features or the super simple idiot friendly TinyTask just to start the list. Being an idiot I went for tinytask. You have to be careful that the click routine doesn’t make the split dialog pop up; It has to work whatever happens, and this is what I landed on: Right click the third slot to convert all fish - confirm - throw the second slot overboard - confirm - wait to avoid the “you can’t…” dialog - throw the top slot overboard - confirm - wait for the timeout for the next run. Notice I’ve selected “resources” to hide the bottles, it would be rather embarrassing to sit there throwing them overboard. I also sort the content with salt and meat on top. In some cases the routine might click “send to chat”, just make sure “global” isn’t selected and hide the chat window. This is how I record the routine in TinyTask: That’s basically it. I use the remote desktop thingy built into Chrome to access the fishing box after daily maintenance or updates to get it back up fishing. It works fine with little fuzz and I’ve even used my phone while on vacation to whip the box back into fishing. You have to spend 20 seconds every day to keep it going and that’s perfectly tolerable for me. I’ve lost three ships and a total of 5 bottles since I started. I don’t mind it as I’m not really losing anything. AFK fishing even provides content to guys who are willing to trawl around unused ports and remote spots at sea, that must be so boring I think they deserve the bottles that may or may not sit inside my carefree afk cutter. I’ve guesstimated the bottle drop rate at averaging super roughly one bottle each 160 days at sea or one bottle each 24 real hours. Is it ok to do this? I think it’s supercalifragalistically silly, but I get the best stuff for doing almost nothing. Also, nothing is more silly than doing PvE when PvP is available so afk fishing saves me from a greater evil, ergo it must be good. The best part is it gives me a feeling I’m using PvE against PvE, I’m sticking it to PvE man, if you will. It gives me great satisfaction.
@admin and players, I also wish a targeted fishing. 1. The old fish should be kept as "fishing". Maybe you could reduce this catch to about 50%. 2. Ships In addition, certain ships (such as Basic Cutter and 7.Rate merchant ships) could be converted to fishing boats. It would be to consider either "ship knowledge" or "permanent upgrades", one for "fishing nets" and one for "whale harpoon". Good would be a reduction in the number of cannons. Fishing boats had a low armament. Something could be achieved by "doubling the load time" or even more. Personally, I would be in favor of a "permanent upgrade" and a "tripled load time". At the same time you get more time to escape or "hostile marking". Maybe you should only be attacked by ships of the 7.Rate? 3. Interaction There are large swarms all over the map, maybe even whales. These swarms are visible at great distances, through gulls in the air. One then crosses with his fishing boat at the seagull swarm. You catch large quantities in a short time. The swarms may always stay around 30 minutes. After that, they dissolve and, by accident, re-emerge in another place. In these swarms there are "no bottles"! 4. sale It could be conceived an additional market. How about provisions for each ship? A certain amount needed per day at sea for each ship. Or maybe only for ships 1. 2nd and 3rd installment? Or the "outgoing teams" of the ports are counted. This will determine a fish meat requirement leading to a higher "selling price". Also interesting would be the decrease of Waltran (suggestion comes from @Odol ). An additional "permanent upgrade" (whale harpoon). So you would bring the profession of the fisherman more in the game. Also interesting are the suggestions of the following threads, which can perhaps be linked with them: Maybe you can find more or better suggestions on how to do that? (German texts are always translated with the help of Google.) @admin und Spieler, ich wünsche mir zusätzlich ein gezieltes Fischen. 1. Das alte Fischen sollte als "Angeln" erhalten bleiben. Eventuell könnte man diese Fangmenge auf ca. 50 % reduzieren. 2. Schiffe Neu hinzu könnte man bestimmte Schiffe (z.B. Basic-Kutter und Handelsschiffe der 7.Rate) als Fischerboote umrüsten. Es wäre zu Überlegen entweder Mittels "Schiffswissen" oder "Permanent-Upgrades", eines für "Fischernetze" und eines für "Wal-Harpune". Gut wäre eine Verringerung der Kanonenzahl. Fischerboote hatten eine geringe Bewaffnung. Sowas könnte man durch "Verdoppelung der Ladezeit" realisieren oder sogar noch mehr. Ich persönlich wäre für ein "Permanent-Upgrade" und für eine "verdreifachte Ladezeit". Gleichzeitig erhält man mehr Zeit zur Flucht bzw. gegen "feindliche Markierung". Vielleicht sollte man auch nur von Schiffen der 7.Rate angegriffen werden können? 3. Interaktion Auf der ganzen Karte ziehen große Schwärme umher, vielleicht auch Walfische. Diese Schwärme sind auf großer Entfernung sichtbar und zwar durch Möwen in der Luft. Man kreuzt dann mit seinem Fischerboot beim Möwenschwarm umher. Man fängt in kurzer Zeit große Mengen. Die Schwärme bleiben vielleicht immer ca. 30 Minuten erhalten. Danach lösen diese sich auf und entstehen durch Zufall wieder an einem anderen Ort. In diesen Schwärmen gibt es "keine Flaschen"! 4. Verkauf Es könnte ein zusätzlicher Absatzmarkt erdacht werden. Wie wäre es mit Proviant für jedes Schiff? Eine bestimmte Menge, die man pro Tag auf See für jedes Schiff benötigt. Oder vielleicht nur für Schiffe 1. 2. und 3. Rate? Oder es werden die "auslaufenden Mannschaften" der Häfen gezählt. Dadurch wird ein Fischfleisch-Bedarf ermittelt, der zu einem höheren "Verkaufspreis" führt. Interessant wäre auch die Abnahme von Waltran (Anregung kommt von @Odol). Eine zusätzliches "Permanent-Upgrade" (Wal-Harpune). So würde man den Beruf des Fischers stärker in das Spiel bringen. Interessant sind auch die Vorschläge folgender Threads, die sich damit vielleicht auch verknüpfen lassen: ... siehe Oben ... Vielleicht findet Ihr aber noch mehr oder bessere Vorschläge, wie man sowas umsetzen könnte?
PIerrick de Badas posted a topic in Current Feature Improvement SuggestionsConstat: - Fishing is a fake features. It gives empty bottle but the fish you get, you can more esaly buy directly the fish meat in port for 10 db or to a player fot 1 doublon Solution : - Make fish necessary to craft - Make fishing harder Proposal: - You can't any more fish in all the ships. Just "fishing ships" are able to fish. Yes it need fishing ship to be add to the game but they were a big part of the ship in atlantica. - Make area were fish are like there is event for pvp, make it fishing area where fishing ship can capture the exeptionnals fish - Make fish necessary to get special crew. For example Marines eat exeptionnal fish every day on sea. If you failed to give meat to your marines the perish. Why: - Fishing is useless or necessary at all time. As it don't give malus to fish, all the ship should fish 100% of time - It would be like in Archeage a real pvp area. not an area desing by god on a map but somewhere fish ship come to get exeptionnal ressources and with them their escort and the privateers trying to stole the ennemy ships to get their fish.
While i sailing the pacific coast (will post pictures soon in another post), researched some fish species that can populate Pacific Ocean around the area of map and found: * Blue Mackerel * Hagfish * Bignose Shark * Bigeye Trevally * Blackfin seabass * Bludger * Blue Trevally * Bluefin Trevally * California Sheephead * Cocinero * Coho Salmon * Galapagos Shark * Giant Oceanic Manta Ray (same already in game) * Goblin Shark * Golden Trevally These different species can be implemented when Pacific officially opens, and maybe some kind of iteration with ports at Caribbean: fishes catched in one ocean can reach high values in the ports of the other side of land. So, if you catch a galapagos shark you can sell it at high values on the ports of Caribbean, as the same with fishes catched there and sold in Pacific. It is a interesting way to iteration between that places. Another idea is implement new types of wood more frequent at pacific coast (Maple, Cedar) to craft ships in Caribbean. It is just a "raw" idea to make iteration viable between the 2 places to increase trading.
Domox's Fishing Sheet
Domox posted a topic in Guides - development forumDomox's Fishing Report While working on some API processing scripts I made a quick sheet to summarize some of the fishing info we have available. Odds From what I can gather each type of catch has a weight, and considering all of the weights in the list, you will then be able to catch a certain minimum to maximum of it. I would like to point out that these percentages may be wrong, the odds are conjecture based on the types of numbers I saw in the parsed data and from personal experience fishing like crazy these past few days. Bodies of Water The map has three bodies of water. - Atlantic - Gulf - Carribbean Biomes Each body has four biomes. Each biome's diversity varies from body to body. - Shore - Reefs - Bays - Offshore I'm compiling several charts now with what I think is the distribution of the population of the various fish (including bottles) for each body/biome. Google Spreadsheet Enjoy!
With the introduction of fishing, OS sailing has been given a good bit of relevancy and purpose (+ the travel XP). However, at the moment, fishing has no drawbacks; a player can (and should) simply have fishing turned on all the time. This is understandable for initial testing, but later down the line, there should be some give-and-take. Perhaps fishing should reduce OS speed, or anyone who is attacked while fishing will get a negative effect in battle (perhaps it will take longer to initially load guns/unfurl sails seeing as some crew will be occupied with putting away fishing equipment) Perhaps a "setup" period would be in order, a small amount of time needed when turning fishing off/on. Also, here is a preliminary list of possible future fishing module suggestions. Add on as you wish. Trawling Nets: +% in volume of fish per catch, -% OS speed, maybe less cargo space. Longer setup time Long Lines: +% Fish catch rate, no OS speed penalty. Barbed Hooks: Chance to catch bigger fish
Hello, I have been thinking on how to improve Naval Action and I believe that I have come up with a few ideas, some feedback on these ideas would be appreciated thanks. First of all I would like to suggest the implementation of Fishing into the game I believe that it would be nice to be able to go out fishing and then return to port and get paid for it. I also believe that it would add a whole new dynamic to port battles and ports, for example I have heard that food will become a variable for ports and that ports will need food to feed there population. So AI ships will have to go fishing and bring back the food, players could also do fishing and sell them to the port if they wish. So if an enemy nation kills your AI fishing vessels the port will become malnourished and production will decrease, and by allowing fishing people will be able to make money other than trading and fighting this will make the game more dynamic and add another revenue stream. Obviously whaling would be an no go zone as there are people that are sensitive about that issue and we would be best to not aggravate anybody, so just normal fishing will enough. My second idea would the implementation of wheel support for the game and possibly have a force feedback option so people could feel the wind in there wheel and they can feel when they are being shot., to implement this wheel support I would recommend the development of a helms view with a working helms wheel, this will allow people to use there wheel and actually see it working on the ship, thus making the whole thing worth it ! Although this is a long way off I think that also having a helms view and wheel support could eventually lead to VR support as you would need a view like a helm view to make something like VR useful, although VR is a long shot I do believe that a helms view and wheel support is definitely something that could be implemented. Although all of this would be difficult to implement I think that it would add a whole new dynamic to the game and would make it much more enjoyable, rather than being stuck in 3rd person all of the time. Cheers Platinumrow