shamelessly plug my own idea
viewtopic.php?f=48&t=81063some sort of container that could be opened up while still on a boat would be useful, even if only opening up a chest on a rowboat. placing nets is obnoxious, and there's no good way to grab fish and place nets in deep ocean. Opening any and all containers from a boat/wagon interface wouldn't be a bad QOL change
Some sort of way to raise fish q, more predictable, or more influencable than the current mechanic would be nice. I find that switching from a q60 to q70 fishhook can raise q by one or two, while keeping other q the same, even with all tackle and rod q exceeding the quality of the fish found.
This seems pointlessly opaque for how one raises fish q, and the curve of diminishing rewards is too steep.
More fish recipes are nice. Fish like perched perch are good, anything that benefits from pickles or spices is a good fish for a long time. fish that can only be spit/roasted eventually seem to fall off FEP wise, unless you stuff huge amounts.
a fishing dungeon that can spawn would be nice. if it generated with large swimming sections it would necessitate swimming boost equipment, making a bit of a higher level dungeon.
Oldimaru wrote:2. Some sort of more predictable chance/preference formula, at least seeing what gives hook or string to that fish, without needing for looking a 1001 combos on each spot.
I find that some lures and lines are much closer to some others in cast chance. I think there is probably some matrix of separate qualities(a,b,c,vitality, essence, substance, whatever) that each lure, line, and fish varies in. Some matrix math results in a resultant catch percent. Rock lobster and copper comet seem to share some of the same qualities as each other, and so give higher cast chances than other lures on the same line. There's maybe some way to reverse engineer this, but if it does stem from the old tripartite quality system, it's probably useless to reverse engineer now.
I also find that sometimes the lure and line combo seems to vary with nodes, so some nodes may prefer one lure/line combo more than others, rather than a single always best combo. also might be relic of tripartite quality.
Better tools to switch through lure and line combos, or just letting the game save or even indicate the best combo would be nice. it's a very brief joy of discovery to find out if lure and line combos have changed, it's mostly tedium of replacing tools after that.