Hello everyone, I would like to suggest the introduction of a new type of fishing float, tailored for each region in the game. This fishing float would reduce "Bite Time" (the time it takes to get a fish bite after casting the rod) in a specific region. This effect is different from the more commonly known Auto-Fishing Time Reduction, which can be maxed out at 66.66%. Bite Time reduction would function identically to the effect gained from Fishing levels 0–5, as seen in the "My Information" UI, and it would stack with it.
This float could be obtained either as a rare fishing drop that provides the crafting material for creating the float for the region it was acquired from, or as an NPC reward for unlocking all fish knowledge in that region. The effect of this new float would only be active within the borders of the region it is tailored for.
Once the player obtains the fishing float for every region, they can combine all of them into a more powerful float that works across the entire game. This combined float can be called the "Float of Black Desert." For clarity, I will provide a table below to present the idea in a streamlined format (I will not list every region, as that would be redundant):
Float Name | Effect: Float not enhanced | Effect: Float Enhanced to +10 | How to obtain? | Where does it work? |
Float of Balenos | -10% Bite Time | -20% Bite Time | Rare fishing drop in Balenos | While fishing in Balenos |
Float of Valencia | -10% Bite Time | -20% Bite Time | Rare fishing drop in Valencia | While fishing in Valencia |
Float of Calpheon | -10% Bite Time | -20% Bite Time | Rare fishing drop in Calpheon | While fishing in Calpheon |
Float of Black Desert | -20% Bite Time | -30% Bite Time | Combine all the regions floats together | Everywhere in Black Desert |
First, I do not want region-specific lifeskill gear. Just eliminate the first 3 on your table.
Second, I'm not sure what you mean by "Rare fishing drop". As it stands, "Rare Fish" is Yellow fish. We already have a float for yellow fish.
Third, the -bite time isn't needed, unless you're using full durability resistance. There's plenty of options to cap lowest fishing time.
Here's some stats we could use on a new float (mix and match however you want):
+5% to +25% Fishing exp
+10 to +50 Fishing mastery
+1 to 3% Prize Fish rate (that's prize fish table, which includes relic shards)
-5 to -10% relic shard catch rate (increases actual prize fish caught)
First, I do not want region-specific lifeskill gear. Just eliminate the first 3 on your table.
Second, I'm not sure what you mean by "Rare fishing drop". As it stands, "Rare Fish" is Yellow fish. We already have a float for yellow fish.
Third, the -bite time isn't needed, unless you're using full durability resistance. There's plenty of options to cap lowest fishing time.
Going to respond to each point:
1. The idea is that with region-specific floats being obtainable and helpful at their respective region, this lowers the accessability barrier for these floats, while at the same time, having all of those region-specific floats allows for the acquisition of a universal float that works everywhere in the game. This rewards dedicated players that chooses to fish in different places, and the end-goal of it is that there will be only one float they will use with this effect.
2. A rare fishing drop for a crafting material for the float is exactly what the text say: A rare drop that is a material to crafting the float. In other words, when you're fishing, you have a low chance at obtaining said crafting material. Do you have a better way to word this? Feel free to suggest it. That said, there was another idea for an alternative way to obtain it, which I've written in the post: obtaining all the fish knowledge in a specific region. However, some gaps in the system would make this alternative method difficult to implement without adding unique fish for certain areas in the game.
3. Not attempting to be rude here, but I believe you don't understand what bite time is. It's the time it takes for the player to get a fish biting their rod line after they've casted it into the water. This effect is distinct from the more commonly known Auto-Fishing Time Reduction, which can be maxed out at 66.66% (I'm copy/pasting this area from the original post, which I can see you didn't read)
As for the stats. you suggested for the float:
I do not believe for a moment that PA would add mastery on a float. Fishing already has mastery on a fishing chair, and more on a premium item (Lil' Otter Fishing Carrier), which already sets it apart from other lifeskills that do not have this premium item. To have mastery on yet another lifeskill tool for fishing is far fetched and unnecessary. We can reach 3k mastery with what we have, but we can't influence the bite time beyond the fishing level (0 to 5) and fishing resource level (which we have no control over). That said, nothing's stopping you from making your own forum post and suggesting a fishing float with these stats.
Ultimately, we don't have to agree with everything, but rest assured that there's more thought put into this suggestion than is initially assumed.
2. A rare fishing drop for a crafting material for the float is exactly what the text say: A rare drop that is a material to crafting the float. In other words, when you're fishing, you have a low chance at obtaining said crafting material. Do you have a better way to word this? Feel free to suggest it. That said, there was another idea for an alternative way to obtain it, which I've written in the post: obtaining all the fish knowledge in a specific region. However, some gaps in the system would make this alternative method difficult to implement without adding unique fish for certain areas in the game.
I like the idea of more variety in the floats and something than can be worked on long term. i could see it working more like the prow where you're powering it up in a specific zone.
for 2. Do you mean a small amount of rare drops so combine 5 for example or more consistent drops that are crafting materials? The reason i ask is an annoyance im having with active fishing with bottles and event seals, if i've caught 4 green fish and a crafting drop then it's more fiddly to pick up it. Small consideration, but seems to be growing as we get more events and tokens.
I like the idea of more variety in the floats and something than can be worked on long term. i could see it working more like the prow where you're powering it up in a specific zone.
for 2. Do you mean a small amount of rare drops so combine 5 for example or more consistent drops that are crafting materials? The reason i ask is an annoyance im having with active fishing with bottles and event seals, if i've caught 4 green fish and a crafting drop then it's more fiddly to pick up it. Small consideration, but seems to be growing as we get more events and tokens.
Sadly, I can't say how this part will be. That is up to the developers. I'm simply relaying the general concept of the idea. We would be very lucky if they even consider it, let alone implementing it to the game, so I'm personally not worried about this one bit.
But of course, I agree that efficient items management should be something the devs think about and strive to achieve. Hopefully they make it a stackable or something we can sell to the market-place or vendors.
I think what's absolutely right in concept here is that gearing towards blue/yellow fish should increase the *rate* you fish at, not just the chance. Balancing act required, either in blunt terms (you can no longer get red fish, but fish 2x faster, for example), or per type etc.
For example, if gearing appropriately made (e.g.) Grana similar to Velia silver (but you'd need to empty inv more often - so Grana should be very slightly more), that would make some sense.
It's kinda crazy the system is there, already implemented, to promote exploring, finding rare spots etc. - but the numbers in the game's database basically mean - go Velia. The weekly fishing competition is a particular joke, as long as the spots you're going to do this in end up making so little silver you may as well have not bothered.