Tree of Savior Forum

Fishing Mini Game

IMC are dropping hints about including fishing in the game. Both in the new Klaipeda rework video and in new Maggi art.

My fear is that the fishing rod is just a gimmick item that gives us the same useless items as the shovel and metal detector.

My hope is that it works in the same way as Torchlight or Stardew valley fishing. We will be able to find fishing spots all over the world that can give different rare drops.

For the sake of usefulness, you could get items for the collection on the map you are on, and we could have one or several new fish collections. Either divided by rarity, like normal, hard and legendary, or divided by area, like jungle, forest and so on.

For the sake of fun and tradition when it comes to fishing mini games you could get old useless boots, but also if the map got any quest/monster that gives/drops shoes, that item would have a low chance to drop as well.

A guild mate of mine, MyriadColors also had a great idea that you could get message-in-a-bottle quests or just even bottles with random bits of lore would be fun.

Have an npc that sells fishing rods and bait, and you have to spend one bait every time you fish. Different types of bait gives you a slightly higher chance to get different types of items. Different rods could also have different properties. Like low quality rods also has low durability.
I would not even mind of you put a golden 14 days TP rod with unlimited durability into the game, as long as we can buy normal ones for silver.

There is also a tomb stone in the game that you can donate fishing rod items that the fisherman monsters in the game drop. I still don’t know what that one is actually for. But you can change that one a bit so it also gives you a bit of fishing luck for an hour or a day depending on how many of the monster items you donate. 1 gives you an hour, 10 gives a full day.

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Treasure maps, concept art, hastily discarded love letters, and tales of NPC’s bitching behind each others’ back pls.

Also a good place to hide marriage proposals between staff members. Imagine @STAFF_Letitia 's face when finding a proposal from @STAFF_Yuri

:smiley_cat: :ship:

Don’t get your hopes too high. This is IMC we are talking about. Their idea of fishing could be something similar to afk crafting of pots.

here we go again…

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Don’t forget fishing gear. Different levels of fishing rod. Rare rods. Craftable rods that require mats. Recipes. Etc.

Rod could be mainhand. Bait could be offhand. Every monster drop in the game could be used as bait, and we can argue for months and months about which items in the game help get what fish/items best.

Suddenly an actual use for all of those unused items that have no recipe or collection.

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I did mention rods, but craftable rods would be fun.

Maybe even let Alchemist craft bait with Magnum Opus. (that skill really needs some love from the developers soon)

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I’d want this to be the start of an entire feature set of Professions to level up and progress in. Fishing could also add new achievements and Adventure Points.

This is a great idea, it gives players something else to do which is desperately needed.

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The shovel and metal detector gimmic items could also be used for this.
Just instead of fish, you can search for hidden treasures and rare ores.

Make them more in depth than just gimmick items and they could be perfect for it. I’ve had an “Artifact” collection idea for a while too. There is a lot to work with, and Fishing is a great place to start.

Cooking please. Cakes in particular.

New crafting professions that requires levelling/gearing, which requires different job classes (woodworking/metalworking/tailoring/scribe/etc) to craft. Leading to new kind of specialised weaponry that can only be acquired through the new methods of crafting (meaning we can leave behind the old crafting. Scribe can be part of scrolls. Or card creation perhaps.

Charming/Taming profession. Finally giving us that long-wanted ability to make world-monsters into pets that follow us?

Treasure hunter profession.

Levels for all professions. Gear for professions. Crafting and recipes for profession gear. Etc etc.

I like everything but new weaponry, that sounds a little too close to crafting specialisation and I really dislike that. If it were cosmetic, or just a kind of reinforcing mechanic that could increase durability that could work, but different main stats should be avoided unless that was an addition and more of a bonus.

Why’s that? Crafting requiring skilled crafters makes some sense.

Even better. To level up professions you could put them onto a profession tree of some sort, which has a limited number of skill points, requiring players to specialise into a profession, so players can’t be max in all professions at once.

Then have professions using the things that the other professions create, so that they are dependent on each other in order to create their things.

This will create an economy of the professions working from one anothers produced goods to produce further goods. And the restrictions people have on time-to-create things will generate an economy of changing prices as players switch between the various goods that are in demand/overproduced.

Have every profession create profession-goods. And every profession using different profession goods from other professions. So a metalworker might use jewels from a gem-worker when crafting a sword. Or a Chef would use fish from the fishing profession when cooking a dish. And so on and so forth.

By interconnecting them in this way, you create a need. All professions will have a need for the goods of the other professions, so they’ll pay for those goods. And you create things that they can create, that other professions will buy. And at the end of the chain of jobs you have beneficial items that give players buffs, or stat boosts, or weapons and armor, and so on. Making it all have an actual gameplay purpose to incentivise it, otherwise you’ll get a lot of players just skipping it altogether.

Some fish have Practoniums in their bellies, due to pollution, contamination and all that trash Saviors throw to the rivers. I once caught a catfish THIIIISSSSSSS size with a Heart of Glory inside, didn’t eat it, though.

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RGN fish size where if you caught the largest fish of any kind you can exchange it to practo? hahaha! cries…

Many MMO’s use a system similar to the one you’re proposing and they can end up being very frustrating and disliked unless the entire game is set up for it (EVE). When you get to the practicalities of how frustrating it becomes, that’s where the dislike comes in. If it were supplementary opposed to mandatory, you avoid the frustrations and faults. The only real way a specialized crafting system could work, is if a single character had the ability to invest in all areas.

I’m all for major game changing features, but specialized crafting is outside of that. It’s a bit out of TOS’s scope.

I could be for a system where crafting provides an alternative set of equipment, or a helps in gathering mats in some way, but I am against it being limiting.

1 Like