[Implemented] New Feature: Fishing

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: [Implemented] New Feature: Fishing

Postby Roberts » Sat Aug 29, 2015 5:05 pm

Yeah, if you can use 6 Fugitive from justice : Or somehow spend all day on your laptop watching every port gossip page, knowing each type of ship x player has... I do not think i have time for that, dont know about you...

Oh by the way fishing fleets, just make sure you do not change routes every 3 days while i observe.
Last edited by Roberts on Sat Aug 29, 2015 5:08 pm, edited 1 time in total.
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Re: [Implemented] New Feature: Fishing

Postby Stan Rogers » Sat Aug 29, 2015 5:08 pm

There is no dispute that something has to be done. As I previously mentioned, 1 fleet of lvl 1 howkers can earn 50k+. With those numbers, there is very little room for improvement through ship speciality or advanced fishing techniques from academy buildings.

Not only that, why would I spend 10's and hundreds of millions of gc to develop something in a hideout that will provide very little gain over a base fleet of howkers ?
It is no mystery to why the success of the fishing fleet is so prevalent throughout Avonmora. Right now it is best bang for your buck in the game.

There have been some good idea's presented towards remedies to the current problem but the fact remains, something has to be done. It is up to us to present possible solutions to help admin choose the best, least impacting of gameplay, solution that will fix the problem.
It's up to admin to choose the one they think best will fix it.

I personally think a lower daily catch limit of about half of the current limit would also put a halt to ever growing number of fishing fleets. Especially if better income could be achieved through trading.
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Re: [Implemented] New Feature: Fishing

Postby Lana » Sat Aug 29, 2015 5:18 pm

I personally think a lower daily catch limit of about half of the current limit would also put a halt to ever growing number of fishing fleets. Especially if better income could be achieved through trading.


Exactly! Trading have to be better choice for everyone and fishing only for the fleets you want to be invisible. (example: you earned MOW, but you don't have the money for upgrade...)
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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Sat Aug 29, 2015 7:12 pm

Don't try to fix a non-existent problem...

The revenues generated from fishing in it's current form are being put to use elsewhere, such as trading fleets that can absorb the unmitigated unprovoked skirmish attacks, growing hideout industries or future industries when and if those proposed industries ever become available.

There is no recourse currently for anyone not wishing to commit acts of piracy, leave the peaceful fishermen alone! Let's focus our hopes on other resource production features being developed, so that the economy is a real one, not artificially supported. If the only food available was the fish sold to the market, that would be an interesting development.
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Re: [Implemented] New Feature: Fishing

Postby Stan Rogers » Sat Aug 29, 2015 7:25 pm

Lana wrote:
Btw, better question would be: Why is fishing implemented at all?


Lana...the Great Oracle has foretold of a huge famine that is destined to hit Avonmora someday wiping out the large food reserves currently available in food producing ports. When this happens, ports will have no choice but to ensure there are adequate fishing fleets that can feed it's population. I expect market prices will also follow the supply and demand model similar to the current gold bar market. Port populations may also fluctuate with a ports ability to feed its populace.

I may be mistaken but along with famine and pestilence, it is foretold that the earth will shake and other goods will be destroyed in warehouses across the land. I think the devs are trying to implement ways to which Avonmora can continue on with alternate methods of producing these goods to ensure prosperous growth in all ports with more emphasis placed on self sustainability and less on automated production of these goods.
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Re: [Implemented] New Feature: Fishing

Postby Redjack02 » Sat Aug 29, 2015 8:31 pm

Psychodad wrote:Don't try to fix a non-existent problem...

The revenues generated from fishing in it's current form are being put to use elsewhere, such as trading fleets that can absorb the unmitigated unprovoked skirmish attacks, growing hideout industries or future industries when and if those proposed industries ever become available.

There is no recourse currently for anyone not wishing to commit acts of piracy, leave the peaceful fishermen alone! Let's focus our hopes on other resource production features being developed, so that the economy is a real one, not artificially supported. If the only food available was the fish sold to the market, that would be an interesting development.


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Re: [Implemented] New Feature: Fishing

Postby Redjack02 » Sat Aug 29, 2015 8:33 pm

Lana wrote:
I personally think a lower daily catch limit of about half of the current limit would also put a halt to ever growing number of fishing fleets. Especially if better income could be achieved through trading.


Exactly! Trading have to be better choice for everyone and fishing only for the fleets you want to be invisible. (example: you earned MOW, but you don't have the money for upgrade...)
1+


-1

The thing is. In real life fishing DOES give better revinues then transport.
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Re: [Implemented] New Feature: Fishing

Postby Grapefruit » Sat Aug 29, 2015 9:32 pm

I can see how having everyone fishing and not trading could be a problem, and I think the best plan here is to restrict fishing to specialised fishing ships. They could be made fairly pointless to start with then improved with the development of acadamies in the hideout.

I am also anticipating being able to grow cotton, build sawmills, mine iron, forge tools (maybe even weapons) and distill rum. But I am sure these will present their own problems that we will need to address. Anything we produce would create the same problem if there is no need to transport it, so maybe restricting these activities to the appropriate ports is the way forward, so you could only fish near food producing ports and must sell directly to the market from where it would be sold to traders for transportation.
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Re: [Implemented] New Feature: Fishing

Postby Xanadu » Sun Aug 30, 2015 1:35 am

This still brings us back to the start though. Who is going to pirate a fishing fleet of level 1 howkers when they can go after a known trader. Also if/when land battles come and if someone is allowed to find and sack your hideout as a part of the port that gets sacked, why build a hideout and spend (in my case credits earned from trading voodoo) to do so? Imagine if your level 5 goldsmith got bumped down a level. That would be a real gut punch to rebuild just in terms of resources.
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Re: [Implemented] New Feature: Fishing

Postby Grapefruit » Sun Aug 30, 2015 2:46 am

My point is, if you can Fish anywhere then the logical thing to do is to fish where you get the best price per crate, and pirates have little opportunity to steal anything. Then we may as well change the name to farmers glory But if you could only fish in food producing ports then you must either sell to the market for the base price (5gc per crate) or risk putting it in a trade fleet to take it elsewhere to get a better price.
We already cannot sell gold bars in the same port they were produced in for the same reasons.
I am not keen on the idea of land battles especially if the scum can get at me hideout.
I don't know, it seems to me if they ain't got you one way they got you another,
So what's the answer? that's what I keep asking myself, what's it all about?
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