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Found 9 results

  1. 'Blackbeard' ..is semi-retired, and recently moved to Blaine County due to his family leaving him. He sometimes spends weeks away at a time for work, where he works as a technical and saturation diver for a number of different offshore oil & gas companies. When not fishing, hunting, and generally causing trouble in his spare time, he often does diving jobs for cash.
  2. ABOUT BOREALIS Borealis Fishing Company was originally founded on February 2nd, 1994 by Roosevelt Odom. The company went through many ups and downs, but was successfully brought back to life after Roosevelt was able to meet an interested young man that would bring the company back into the fray, a young man named Koa Singh, that would move to become co-owner of the company. Borealis Fishing Company specializes in hosting fishing tours, cruises, as well as giving families and tourists educational instructions on the manner of ships and the history of Los Santos waters. BOOKING FISHING TRIPS & TOURS - BOOK YOUR FISHING GETAWAY TODAY! Fishing trips and tours, as well as a majority of the companies services can be booked in advanced or on the day of. Trips and tours will consist of a short safety briefing before departing, from there on customers will have time to learn what it's like on a ship and how to fish with machinery and fishing rods. Customers are able to keep any fish they catch that they can carry on their body, in ice-chests, bags, etc. We may be able to organize public or private trips for groups or individuals. Public trips grant our customers the opportunity to work alongside and mingle with strangers, and possibly make new friends. Private trips are intended for company getaways, parties, or training exercises. On our trips, you will experience what it's like to be on the open sea, get to see the sights of Los Santos' oceans and national parks from afar, and be able to customize the lengths and destinations of your trips. Be it a full round trip of Los Santos, or a trip up to Paleto Cove. Rates start at $500 per customer on public trips. For private parties, we offer a package deal of $2500 for all customers as long as the party exceeds 5+ people. Price increases by 2000 for every 5 members beyond that point, meaning a ten guest package is $4500 Please contact 12247946 to book upcoming public/private trips and tours on the open sea, from there optional in-office meetings can be held. VACANCIES Safety Instructor - Responsibilities and Requirements Instruct customers on how to keep themselves safe aboard company ship's. Supervise and observe customers to insure customers are behaving in a safe manner A friendly attitude and a desire to educate. Above 21 years of age Experience aboard fishing ships and equipment Knows how to operate and behave around safety equipment (fire extinguisher, life jackets, etc.) Inspect ship prior to departing Instruct deckhands on safety guidelines. Monitor crew and customers for any violation of safety guidelines. Deckhand - Responsibilities and Requirements Must know how to effectively operate and maintain tugboat machinery, such as winches, nets, etc. Able to lift weights exceeding 80 pounds. Knowledge in securing and managing cargo (fish) Above 18 years of age. Minor knowledge and experience in fishing. Contact 12247946 to put forward an expression of interests for our vacancies. TRAINING MAY BE ARRANGED FOR INTERESTED APPLICANTS THAT LACK EXPERIENCE SALARY Crewmembers of Borealis ships are paid on a contract system. Lower positions in the company such as a deckhand don't get paid based on hours, but on the length of the voyage. A typical one hour voyage may earn lower positions a payment of $2000 dollars or higher depending on the success of the tour, length, and more. Higher positions in Borealis Fishing Company are paid a bit more regularly, as positions that must make more appearances will be paid more in accordance, as well as a higher base salary than lower positions, resulting in payments of $3000-4000 per trip
  3. Detailed Description Add the trucker scipt, but for fishing too. - You are able to rent a Tug, but you'll only get 80% commission. - You can buy a Tug, without joining a fishing company, which would get you 85 or 90% commission. - You can join a fishing company, which will allow you to use the company fleet, aswell as earn a higher commission. Also allow these fishing companies to sell their catches to third parties. Aswell, remove the profit cap from the fishing job for maritime/fishing companies. You can not expect us to even breakeven when 1 fishing tour gives us 3K at best while we maintain a larger fleet. At the moment, a maritime company is not something people generally start as theres no need for them. Asfar as I'm even aware, my company is the only one to excist on larger scale. This will give people reasons to start or join fishing companies / maritime companies; - More profit. - Free access to company vehicles. - Random John Doe with sports cars doesn't randomly buy a Tug anymore to suddenly become a fisherman as it isnt profitable for him anymore. - fishing / maritime companies are able to provide OOC quality control on their members, allowing for better RP guarentee by its fishers. - I'd dare say fishing companies would be even more profitable than trucking companies, giving more motivation to create one. - Creates roleplay for Park Rangers and Port Authority. Relevant Commands/Items - Trucking script adjusted to Tugs and implemented as above. How will it benefit the server? Explained above
  4. Short description: Fix the fish selling point at Paleto Bay. Detailed description: I am not here to complain that we have to unload the fish from our boat inventory; thats actually realistic. I am here to complain about the fact that you either have to keep swimming back and forth to sell your goods, or you have to literally beach your ship and get stuck in order to sell your goods. I am assuming that is not the intended use of this selling point. I am surprised no one else reported this yet. The pier simply doesn't go far enough into the deeper ends. Either extend the pier or place the selling point elsewhere. Commands to add: None. Items to add: None How would your suggestion improve the server? This is quite gamebreaking and requires a solution. Additional information: No hate towards the deveoper of this, he did an amazing job, but honestly the fishing points have been very poorly placed. An other one used to be palced on private property aswell.
  5. Crater's Amazing, Extravagant Guide to Building a Better Fishing System 1. Intro (Apologies in advance for not following the pre-defined format, but I'm sure you can see why (just by the size of this post alone) why it's not necessary. I saw the Drug/Addiction suggestion and figured it's okay.) The fishing system right now is pretty bland, could definitely use some work. It works for what it is, but it could be better - possibly even opening up new avenues for actual roleplay rather than the script-based Netflix-assisted grindfest it is right now. This is going to be very long and very detailed. I'm hoping that makes it more likely to be implemented, and not the other way around. This is also looks very complicated. I promise it's not, I'm just making sure all the bases are covered and ensuring that this is well thought-out and easy to implement for the devs. Hopefully I'm actually effective at doing that. I suck at C# and JS, but these suggestions are pretty simple to implement in terms of typical object-oriented programming logic, from what I do know. I think. Given that the server probably uses some variant of MySQL and already has similar systems in place already that I'm going to use as examples later in this post (like the garbage truck system), code can be stolen from other parts of the script to make the necessary changes that I'm going to elaborate on in this post. Probably. Sorry devs if I'm throwing you under the public's bus with this post - it will take a good bit of tedious work, but it's definitely do-able and I'm not asking you to do the impossible by any means, I hope. 1. Area Differences/Types/New Stats This is pretty simple. The different areas around the island should have different yields, types of fish, et cetera. This doesn't have to be per location, but instead could be just a simple divide between freshwater/saltwater. For the purposes of this post I'll detail my suggestions for each location individually, but if the devs/management deem it too detailed then that's okay. There are only three fishing spots currently, so it shouldn't be hard to implement, but I'll also suggest some modifications to that as well. Take or leave whatever part of that you'd like. The spreadsheet will show you everything, and if you still have questions you can use the rest of this post to answer them, hopefully. 2. Scarcity Many people are probably wondering how a fleshed out, improved fishing system won't tank the economy - right? Well, this is how. Partially. Based on different aspects of the location, the fishing spot will have a population of fish. This means that if you and your four buddies fish at the same spot for an hour, it'll probably have reduced yield. This could manifest in a couple different ways, but the main idea is that the increased amount of fishing locations should force people to use different ones from time to time. This increases the need for travel around the map, forces people to roleplay in new areas with new people, and allows for a breaking of the monotony. As far as programming logic, this one isn't hard. Take the system that the garbage job currently uses to propagate trash and modify it to apply to fish. I don't know exactly what the script looks like for that, so I'm not sure how exactly it works, but I've noticed that server-side scarcity is already a thing with that job. Another idea (from scratch) would be to run up a counter at each location. Each time a fish is caught, add 1 to a stored integer for that location. Once that integer is greater than the configured fish population value, the spot "runs out" of fish. Then, start a timer (similar to the paycheck timer, but for the server rather than an individual client) that resets the fish pool. Add in some randomly generated numbers to mix things up so people aren't timing the locations on their phones. If you want to get even more detailed, you could actually take each fish's ID and assign stored values to each of them. Probably make it easier with a table/array of some sort. Maybe randomize it, clamping it inbetween a minimum and maximum value. For example, maybe Lake Vinewood has 20-50 river salmon, 60-100 catfish, and 200-300 carp. Each time a fish is caught, change the value. This makes the rarity of the fish much more dynamic and makes it so the entire spot doesn't just run dry all at once. You'd have to keep track of what you're actually catching, because maybe that rare, elusive fish you're looking for has already been all snatched up by your rival fisherman before you got there. Included on the spreadsheet will be some examples of statistics and such that will serve as suggestions themselves as to how the scarcity stats could be implemented, per location. Without some kind of scarcity system, you'll probably end up with a lot of problems. It could work without it, but I think it'd make fishing far to profitable and result in one or two locations being the "favorite," rendering the rest useless. 3. Fish Stats Right now, fish are bland. They don't even have different weights, really - just the illusion of different weight. When you catch a 2000g salmon, you're actually catching four different 500g salmon. Silly, right? Well, no worries - I have a solution! Not doing that. Sarcasm aside, let's get down to brass tacks. The new, improved fish will be pretty cool. The spreadsheet will have more information, probably, but I'll detail what the new fish entail briefly here. Actual Size: Essentially, the new fish will have their own size that isn't just arbitrary or somehow just the same fish multiple times. Each fish will weigh a certain amount in ounces - yes, ounces, not grams, you filthy communists - to represent the size of the fish. The actual weight of the fish item will not change, rather there will be text appended to the fish item. As far as programming goes, this should be fairly simple. Randomize an integer between n1 and n2, with those values being the minimum and maximum weight of the fish in ounces. Append the value to the end of the fish item, as such: "Salmon - 68 oz." As far as the actual item weight in grams, that can either be calculated from the fish's weight OR it could be a flat value based on which fish we're dealing with. Maybe the same weight for all the fish, if you want to be boring. Weight values on my spreadsheet are basically arbitrary, optimized for gameplay/balance of profits rather than balanced toward realism. When I get into the profit calculation, you'll see why. tl;dr more weight = bigger fish = probably more money, dude Rarity: This will stay pretty much the same, except you'll have five tiers instead of three. Very Common, Common, Uncommon, Rare, and Very Rare. use my color codes, devs - they're very nice ? As far as the programming for this goes, it's fairly simple but it's contingent on which system of scarcity is implemented. Ideally, it would go as follows, with the "finite amount" system: John Doe casts his line. After a few seconds, he gets a bite. At this point, you roll percentage, just a 100 sided die basically. These don't have to be the final numbers, but this is a very simple example and I'm sure something like this already exists on the server for the current system. 1-40=Very Common (40%) 41-70=Common (30% 70-85=Uncommon (15%) 86-95=Rare (10%) 96-100=Very Rare (5%) Once it's decided what category you're pulling from, you select a fish from that rarity category at random. The weight is determined randomly, as well. Then the guy tries to catch the fish. If he succeeds, one of that type of fish is removed from the pool at that location. Environment: Basically just tells you whether it's freshwater or saltwater. This doesn't even have to be a programmed thing on each item, because it'll be built into the locations themselves, I think. Easy. Catch Chance: This is where things get fun. You don't get free catches anymore. Some fish are harder to catch than others, my friend. Ideally, this will be based on the rarity of the fish as well as its average weight. Rarer the fish, harder it is to catch. Frustrating? Probably. Fair? Yes. I've proposed what this stuff would look like in detail, and the devs are free to use this if they implement anything resembling this post. (Work in progress on the amount section, but you get the idea) You'll notice some new locations on here, I get into those toward the end of the post. The Reel Big Spreadsheet 4. Fish Gear Yep. Gear. There are three categories: rod, bait, and lure. These should be pretty self explanatory if you've ever done any real fishing or have heard of fishing before. If you want to make things WAY better and create a bit of roleplay, add a shop type that sells these upgrades and make it so you can only buy stuff from them when players are manning the store. I haven't fully worked out specific details on these, but essentially the combination of the three items will provide different bonuses. These are some examples: ($100) Old Rod: Basic, allows you to fish for Very Common and Common fish. ($1,000) Good Rod: Allows you to catch Uncommon and Rare fish. ($5,000) Super Rod: Allows you to catch Very Rare fish. Bait (is consumed when a fish is on the line, whether you succeed in catching it or not): ($50) Worm: Increases your chance of finding longer fish. ($10) Fly: Increases your chance of finding shorter fish. ($100) Chum: Increases your chance of finding rarer fish. ($1,000) Rubber Lure: Increases your chance to catch by 5% ($10,000) Weighted Lure: Increases your chance to catch by 10% ($25,000) Realistic Lure: Increases your chance to catch by 20% ...and so on. You could go a couple steps further and add stuff like different types of fishing line, possibly other upgrades. Keep it simple or go all out, that's up to the devs. 5. How the Hell Do I Fish?/Which Commands Need to Be Added? This is pretty simple, given what you know already from reading the rest of the post (which I'm sure you did, without skipping through any bits). The old command would need to be thrown out, pretty much. You'd still do /fish, but you'd have to configure your options before you start otherwise you can't fish. Without proper gear, you can't do shit, basically. So, what you're going to need is the following: /setbait <inventory item index> /setrod <inventory item index> /setlure <inventory item index> Then you can do /fish. Those commands should be self explanatory, but in case you're confused: You're setting the bait that you're going to use, setting which rod you're going to use, and setting which kind of lure you're going to use. This uses the same item indices that you use to equip weapons, put items into vehicles, et cetera. If the devs have a better way to do this, they're welcome to, obviously. This seems pretty simple to me though. 6. I'm Fishing. Now What? Basically, here's what happens. You've got your rod, your bait, and your lure all set. You've typed the magical /fish command. Suddenly, a fish starts to nibble on your line. You then type /cf or /catchfish, just like before - but you're also presented with a percentage chance. This is determined by the rarity of the fish and the equipment you're using. A pair of dice is rolled and weighed against your odds, and you either catch the fish or you don't. It's that simple. Devs, a note here: since the largest fish weigh 1500g, make sure the script notifies the player when they've got 1499 or less free space remaining in their inventory. No one wants to miss out on the catch of their life because of inventory space. 7. I Fished. Now What? Well, you want something for your work, right? I've got you covered. It's a little complicated, though, at least on the back end. For you it'll be pretty simple. You've got the old option, although I think the sell locations should be mixed up. I'll leave that up to the devs and the admins because it's not really important. Anyways - old option: You arrive at the location, you sell your fish, you get an amount of money based on the type of fish you caught. Pretty simple. The new formula would take into account the weight of the fish, and that's it. Pretty simple. Since the weight of the fish scales with the rarity and difficulty of catching it, you end up with a system that pays the most for the rarest fish, but you also get rewarded if you luck out and catch a MASSIVE (albeit not very rare) fish. There's a new option, though, too. If you've ever used the car chopping menu at faction garages (but why would you? you're an upstanding citizen!) you'll be familiar with this concept. I like this one a lot. Essentially, I'm proposing a "Catch of the Day" feature that allows you to get more buck for your bang. Restaurants, or maybe just the place where you sell your fish, will have a daily (hourly? six-hourly? whatever) list of fish that they desire. If you get them that specific fish, you get double the money you'd normally get for that fish. They're picky though, so they'll look at not only the species of fish, but also the weight of the fish. The list randomizes every time it reloads, so you'll usually end up with a different list with different sized (and species'd) fish. If the devs want, they can implement a range of length, a precise length, or a minimum length (or all three, for different difficulty) that the requested fish must be. Mix this system with the scarcity of fish at certain locations, and the availability at certain locations, and you'll have fish fights left and right in no time. Roleplay created, bam. If you thought mining bodyguards were too far, just wait until the Salmon Wars start. 8. New Fishing Locations There's a lot of unused near-aquatic space on the map. This section fixes that, hopefully. Chumash Type: Saltwater Notes: Good view, next to a gas station and a boat shop (I think). Close enough to the city but far enough to get people out of the big spots. Issues: Could have issues due to being next to "LS Adventures," but if anything I think they'd enjoy the publicity of having a fishing spot right next to their shop. Image + Coords: Catfish View Type: Saltwater Notes: Nice place, not much to say about it. Will be good for the Sandy Shores/Grapeseed scenes. Issues: None that I can see. Image + Coords: Alamo Sea Type: Freshwater? Saltwater? Who knows. Notes: If we're following GTAV's lore, this lake probably doesn't even have anything living in it because it's toxic as fuck and super salty. If we want to sorta... Retcon that, or maybe play with it a bit, it'll be a useful fishing spot and give some competition to the existing fishing spot at Zancudo River. Issues: See above. Image + Coords: Land Act Reservoir Type: Freshwater Notes: Pretty nice place here, actually. Large lake, nice outcropping to fish from. Issues: The tiny river near the central-western entrance to the landing gives motorcycles lots of engine issues, just barely. There are other, safer entrances to the landing further north, but the dangerous entrance is the closest one to Los Santos. Image + Coords: Lake Vinewood Type: Freshwater Notes: Good location, not a whole lot of area (volume?) on this one. Check the spreadsheet for how that might affect things. Also, there are two docks like the one I took the screenshot on - could use the second one instead (or both!) Issues: I'm actually not sure if more managed reservoirs like this are populated with fish. From what little I googled some are, so take that or leave it. Image + Coords: Lago Zancudo Type: Freshwater Notes: Swampy and out of the way. Much smaller fishing area, on a small dock, but could realistically be placed anywhere near this location. Issues: None, other than maybe the lack of a road that leads directly to the dock. It's just off the road, though, so I don't see that being a big issue. Image + Coords: Cassidy Creek Type: Freshwater Notes: Cool location, close to the main western highway so it could bring some additional activity to the nearby northwestern areas. Issues: It's really close to Paleto Cove, an existing fishing spot. Could remove that one in place of this, it's much nicer. I included both on the spreadsheet. Image + Coords: Paleto Bay Pier Type: Saltwater Notes: Right next to Paleto Bay, an area that could probably use some more player activity. Issues: One of the bridges to access it is busted, but it's still accessible from the southwest - where most people will be coming from. Image + Coords: ?. FAQ/Possible Issues ...Why? Fishing is cool, and deserves much better than what's currently integrated (no offense to the current system and those who made it). Games like Harvest Moon, Animal Crossing, and others have very nice systems for this sort of thing that are actually really fun to use while also making you some money on the side. On top of that, right now fishing is basically just a grind that gets you some extra cash. Imagine being able to make an actual fisherman (fisherwoman? fisherperson?) character that has some gameplay implications to back it up, while also not wanting to claw your eyes out from boredom. Won't this destroy the economy?/Isn't this too profitable?/I hate money Probably not. There are careful means in place in this guide to specifically prevent that from happening. If you don't understand how they work exactly, read this post again with this question in mind. Having a more fun fishing system means more people will want to do it, probably, so in that case - more people will be making more money. I don't think that's a bad thing, since everyone can do it equally and there are MUCH better ways to make money on the server once you get going. Why are some of the gear prices so unrealistically expensive? Basically, the same reason guns are so expensive. Because they're valuable and should have some work given toward them to acquire them. You gotta spend money to make money, and some of those items can make you a boatload of money. Literally. Why are there fish species on the table that aren't found in California/Los Angeles? Simplicity and neatness. I could go through and find every single fish you can catch in California, maybe even in the Los Angeles area, but not only would that take a lot of time - it would also kinda suck. The fish names start to get very regional, with colored variants and other varaints, and very boring. I prefer to have individual, short, memorable names for fish, and I'm sure the devs probably prefer that too. If you want to amend my list with area-accurate fish, be my guest, but I think you'll be wasting your time. also it's really because most if not all of the fish are actually stolen from various animal crossing wiki pages and the folks at Nintendo ALSO don't give a fuck where the fish come from because it's a fictional setting Why didn't you include boat fishing? Everyone loves boat fishing. As cool as it would be, boat fishing would have to be super profitable otherwise no one would ever do it - and if it were super profitable, everyone would do it. There are no ways I can think of to implement something like that without it being either 1) a pain in the ass, 2) incredibly profitable, 3) boring as fuck, or 4) all of the above. So it stays un-included. It's simpler this way, trust me. Let's work on making land fishing fun and interesting before we go involving boat fishing in the mess. Won't this make fishing the coolest job period, other than MAYBE roleplay jobs or mechanic? Probably, but I don't think that's really a problem. I'd rather have one really cool job than have a bunch of bland ones. But if you want, I'll just overhaul the other ones too. Fuck it. If that's what it takes to get good fishing, that's what I'll do. Seriously. This is where we start, though, because it's easy and it's fun.
  6. Estes

    Fishnet # Co.

    Fishnet # Co. Full consumer confidence in our products throughout the entire production chain: from the ocean to your table Who we are? We are a retail seafood business bringing thoughtfully sourced seafood direct to local consumers in a variety of settings. We are the very source of our products We track products through the whole production chain, from fishing grounds to company facilities. Client's reputation and comfort is our top priority, it is our goal to provide quality service to businesses throughout the city. Fishnet Commercial Fishing LLC, License 39/2018-10 Abattoir Avenue, Elysian Island, Los Santos, SA
  7. The Capaci name has been associated with the fishing industry for several generations in Naples. Benito Capaci (1959 - 1994), was an avid fisherman in his younger years. When returning from a trip, Benito would often distribute the fish to the beautiful women of Naples. For their gratitude, they would promote the business to their friends and family. This is how Benito met his wife Isabella (mother to his son - Marizio). In 1984, Benito had taken the reigns from his father, who was a retired fisherman himself. The family had an established store, where local businesses would purchase goods. The Capaci's were held in high regards within Naples for sourcing their products from the Tyrrenhian sea. Whilst Benito went out to sea, his wife Isabella would sell fish to their customers. The company was a success in the area for years, until 1994, just two years after the birth of Marizio Capaci, as Benito had passed away. Isabella decided to leave Italy with her son after the death of her husband. In 2018, Marizio Capaci has resurrected his families company, breathing new life into the San Andreas seafood market. We are continuously aiming to bring continuity to the role of the fisherman, providing employees with the opportunity to enjoy what they do best. San Andreas offers a variety of fresh fish, from Red Cod to Snapper. Our logistics team specializes in moving the fish from A-B. The efficiency of our routes ensures fast delivery to satisfy our clientele. Through a framework of commercial relationships and friendships, we purchase fishing products at all the ports of San Andreas. Now that the company has been reborn, we are looking to hire talented workers to increase our outreach within the city. Feel free to inquire regarding positions available or business related queries. Tel - 3142626
  8. Orpheus

    Sea Fishing

    I really apologize if this has already been suggested, and I wouldn't doubt if it was, but I really think this would be a cool addition. I hope I have some original ideas. Description: Add fishing spots in the middle of large bodies of water (or at sea) and increase the chances of getting uncommon/rare fish at these spots to encourage going out there. Items to add: More fishing spots in the water and possibly more fish selling locations along the coast. There's also an opportunity add more fish if you'd like to go in depth. How would your suggestion improve the server? This suggestion could improve the server in multiple ways. I believe this would introduce so many opportunities to add more roleplay. This could add so many possibilities to new roleplay that no one truly does on this server. There could be new factions, new characters, new illegal RP which could add a new department into the law enforcement factions. Additional information: I think a cool idea would be not to make any of the new fishing spots static. Let's say there's only one or two spots in the middle of the water, and about every 45 minutes to an hour it changes, causing you to sail to different spots. This could add some competitive roleplay. However, I think if this were added, more fish selling locations would need to be added. I also think if you add this, maybe add a static spot with a slightly less increase in uncommons/rares in the middle of Alamo Sea (and move the fish selling location closer to Grapeseed to be fair), for the people who don't feel like going to the different spots. Also, let players store fish on the boats, for larger loads when they go to sell. This would encourage players to buy bigger boats with more storage.
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