Now, as we all know, fish both regen faster, and get used up faster.
However, how about a way to tell how "good", high Q, or just how many fish are left in it?
Idea 1: The frequency the fish jump out of the water. The more fish/higher Q/more stocked the node is, the faster the "Fish jumping out of the water" plays.
Idea 2: The number of fish in the actual animation.
Just put all your ideas about fishing in here, I guess.
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Krask
- Posts: 88
- Joined: Sun Mar 13, 2011 2:42 pm
Re: Fishing idea.
Have the fish jump out the water more frequently and then actually disappear when they're fished out. Countless times i've missed fishing nodes because I passed them by too quickly and even more often i've come across empty nodes with the spirits of the fish ancestors jumping up and down.
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cobaltjones
- Posts: 2725
- Joined: Tue Dec 07, 2010 1:27 am
Re: Fishing idea.
There's no way with the other nodes to be able to check the quality of the node without first removing a product of the node.
I agree that maybe "more fish jumping" means there's a higher QUANTITY of fish available, but I don't think there should be a visual indicator of the QUALITY of the node.
I agree that maybe "more fish jumping" means there's a higher QUANTITY of fish available, but I don't think there should be a visual indicator of the QUALITY of the node.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Fishing idea.
THIS. This is annoying the hell out of me. It's a bug I think. I hope.Krask wrote:Have the fish jump out the water more frequently and then actually disappear when they're fished out. Countless times i've missed fishing nodes because I passed them by too quickly and even more often i've come across empty nodes with the spirits of the fish ancestors jumping up and down.