Difference between revisions of "Fishing (Game Mechanics)"
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− | Fishing is type of mini game that serves as both a resource and item collection event. Resources are collected from fish that are caught and filleted. Items are looted in the forms of "catches" like fish and the player has to go through the same process to get them as catching the actual fish. Items such as chum baits, come as byproducts of the filleting process. | + | Fishing is type of mini game that serves as both a resource and item collection event. Resources are collected from fish that are caught and filleted. Items are looted in the forms of "catches" like fish and the player has to go through the same process to get them as catching the actual fish. Items such as chum baits, come as byproducts of the filleting process. It is unknown as to exactly what all items were available for fishing but it is generally accepted that the majority of items were not very useful or in essence "junk" although there are reports of items such as skill attachments, weapons and holocrons coming as loot so it would appear that fishing loot tables are perhaps linked to the general loot tables from npcs. |
== Operating The Fishing Pole == | == Operating The Fishing Pole == |
Revision as of 18:04, 26 June 2009
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Game Mechanics - Mechanics Category
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Game MechanicsFishing is type of mini game that serves as both a resource and item collection event. Resources are collected from fish that are caught and filleted. Items are looted in the forms of "catches" like fish and the player has to go through the same process to get them as catching the actual fish. Items such as chum baits, come as byproducts of the filleting process. It is unknown as to exactly what all items were available for fishing but it is generally accepted that the majority of items were not very useful or in essence "junk" although there are reports of items such as skill attachments, weapons and holocrons coming as loot so it would appear that fishing loot tables are perhaps linked to the general loot tables from npcs. Operating The Fishing PoleThe fishing pole is at the heart of fishing since it is a required tool in order to be able to fish in star wars galaxies. Fishing poles act as containers (for bait) as well as having a quality rating on them. According to some sources, fishing pole quality lowers the chances that bait will be lost during the fishing process, although by how much, is unknown. In order to fish, a player must first have a baited pole. To bait a pole, the player must drag and drop a bait item over on top of the fishing pole or manually open the fishing pole through the radial menu and drag and drop the bait into the pole container. This will bait the pole and all bait uses will be automatically deducted from the stack size of the bait in the fishing pole. In order to start fishing, the player needs to then equip the pole. Once the pole is equipped the player can then utilize the Start Fishing radial option on the pole or issue the /fish command to begin fishing. Fishing EventsMaybe we shuold have it so that the tug options are linked to the chance that the fishing engine will swing the Caught Somthing event around to the player. FOr example we could set certain combinations to increase significantly, the chance that the Caught something event will occur with the next fishing update if the player executes the appropriate combo. For example, a combo could be two left tugs in a row or two right tugs or a combination of tug right, tug left etc. The player could have a base chance of the Caught something event occuring if they just use any tug option but of course, executing a combo would dramaticaly improve their chance and thus save them some time (which would be the incentive for executing combos).
within 2 meters of the water to cast the line. The player must also have a fishing pole and there must also be bait inside the fishing pole. If they meet these requirements then they can perform the following to initiate fishing: 1. Issue the /fish command
Stopping Fishing Process
Things that stop the fishing process:
Event Window Status
1. Status - This indicates to the player what type of event that they are currently in 2. Bait Status - This indicates to the player what condition their bait is in 3. Line Range - This indicates to the player how far they are from the fishing bobber 4. Fish Density - This indicates to the player how good of a chance they have of initiating a new event 5. Vegetation Density - This indicates to the player how good of a chance they have of causing line snags as well as increasing their chance to only catch junk loot as opposed to fish.
status events; Waiting, Nibble, Bite and Caught Something, Line Snagged, Reel-In. The first 4 events are tiered from lowest to highest with waiting being lowest and Caught Something being the highest. The first two events (waiting and nibble) are automatically generated by the fishing engine, while the other two are based on actions taken by the player. Every 7 seconds A random roll is made to check if an event will raise to the next level or fail completely. If the event check fails, then it is sent back to the lowest event (waiting) to begin again. In each of the 4 primary events (waiting - caught something) there is a chance to encounter sub events such as losing bait, which immediately causes the fishing process to stop. Some types of bait loss events that occur, are unique to certain events.
Tug Right: Shortens distance between player and line bobber, indicates player wants to move to the Bite and Caught Something events, and also affects the chance to achieve a new event. Any time an action is initiated, the window will update to display what the action will be at the next 7 second update. As the window updates, an animation for the action is initiated.
events, and also affects the chance to achieve a new event.Any time an action is initiated, the window will update to display what the action will be at the next 7 second update. As the window updates, an animation for the action is initiated. Tug Up: Shortens distance between player and line bobber, indicates player wants to move to the Bite and Caught Something events, and also affects the chance to achieve a new event.Any time an action is initiated, the window will update to display what the action will be at the next 7 second update. As the window updates, an animation for the action is initiated. Reel In: Shortens the distance between the player and line bobber. Has no effect on events.Any time an action is initiated, the window will update to display what the action will be at the next 7 second update. As the window updates, an animation for the action is initiated. Stop Fishing: Stops the fishing process, regardless of what stage the player is on.
1. Waiting Event
the next stage (nibble). Players can affect this by issueing Tug options at any point within the 7 second window. Tug options will be executed at the end of the 7 second cycle when the window refreshes.
the three tug options. The tug options signal that the player is interested in progression to the next stage of the fishing process. Each of these options can affect the random roll event to progress from nibble to bite event. I believe that the engine selects a correct choice to make at each event stage starting with "waiting" and that when a player selects the correct choice (tug up, left or right) that they increase their odds of reaching the next stage. The player isnt given any indication of which may be the right choice however. The random roll engine automatically determines every 7 seconds if the event will pass to the next stage (bite). In any event, the player cannot pass beyond the Nibble event unless they issue some sort of Tug option.
Nibble Events: Randomly chosen messages when the player gets a Nibble event. Nibble Event 1: Nibble... Nibble Event 2: There is a strong, sharp tug at the end of your line...
When a bite event occurs, the player can use the Tug options. Each of these options can affect the random roll event to progress from nibble to caught something event. I believe that the engine selects a correct choice to make at each event stage starting with "waiting" and that when a player selects the correct choice (tug up, left or right) that they increase their odds of reaching the next stage. The player isnt given any indication of which may be the right choice however. Players do not need to use a tug option to advance to the Caught Something stage. The random roll engine automatically determines every 7 seconds if the event will pass to the next stage (Caught Something).
Bait stealing - whenever an update occurs, fish have a chance to steal bait and thus stopping the fishing process.
Bite Event 1: Your pole flexes hard as your line goes taut... Bite Event 2: BITE?
4. Caught Something Event When the highest level of event is reached (caught something) the fishing engine moves to a new set of random events that involve reeling the catch in which ultimately determine if the player will obtain the fish or not.
Bait stealing - whenever an update occurs, fish have a chance to steal bait and thus stopping the fishing process.
5. Line Snagged?
effects caused by snagged lines, which are: Resetting event timers, and the 2nd being to stop the fishing event via line snapping. A line has a chance to be snagged when the player issues any tug or reel in option while in a spot that has a vegetation rating of 1 or more. When a line is snagged (due to vegetation) the snagged line will cause a chance that the "line will unsnag" on the next update which resets each event back to the lowest. When a snag occurs at the same time that a player gets a Bite event and the player attempts any Tug or Reel action while the line is snagged, the player will now have their fishing event status reset to Waiting. If the player chooses to do nothing, then the engine will issue a random roll to see if the line will unsnag or it will defaults to the normal random event selection process to see if the Bite event will progress to the Caught Something event. The problem for the player when getting a snag while having a bite event is that it forces them to rely on the lower chance of proceeding to the Caught Something event since they cannot issue any Tug options that may improve their chances. If the player gets a Snag at the same time that they get a Caught Something event, the line will automatically unsnag and reset the event back to Waiting. The second effect of line snagging is that it also produces a chance to Snap the line at every update. When a snag event occurs, there is a chance that the line will snap on the next update and cause the fishing process to stop. Event Refreshing Line Snapping
or not the player obtains the catch. The process is taken out of the player's realm of control as the SUI window is removed and further input from the player is not allowed except to cancel the fishing process through the /fish command, swimming or moving out of range. During the reel-in event, various actions can occur such as: 1. Fish Charges Location - bobber will move directly towards the player by about .50 meters 2. Fish Moves Away - bobber will move away from the player in a random direction away from the player for about .25 meters 3. Draw Fish Closer - bobber will move towards the player by about .25 meters 4. Fish Fights - bobber will stay in its position 5. Fish Takes More Slack - bobber will move away from the player in a random direction away from the player for about .25 meters 6. Fish Runs For it - bobber will move directly away from the player for about .50 meters
Bait Status -
Random roll is made at each update to determine which state the bait is in. Each roll determines if the bait will decrease in status where fresh is the highest and mush is the worst. Bait status presumably affects the chance that the bait will be taken at each update. Upon starting the fishing process, Bait can be at any status from starting out even as mush. Bait can be lost at any point in the fishing process. Bait loss in reel-in events can occur, randomly, when the catch escapes.
Fishing process can start with the bobber being cast anywhere within the 2-10 meter range from the player. Once the fishing process has started, a bobber object is placed in the water in a direct line in front of the player and its position is updated as the player performs actions or when certain events occur. It is the player's responsibility to control the line range either with small reel in option on the event window or to physically move closer to the bobber position in the water. Line range is displayed as a float value up to two decimal places. If the player's line is at or beyond 45 meters of their current position by the time the window updates, the fishing event will be canceled. If the player's line is at or below 2 meters of their current position by the time the window updates, the fishing event will be canceled as well. The only exception to this is when the player is in the Reel-in event process. When this event begins, the objective is to get within 2 meters of the bobber in order to catch the fish or object, therefore the minimum distance rules are not enforced however the maximum length rules are still in effect. The fishing bobber can change positions under the following circumstances 1. the line will come closer to the player if the player uses the tug options 2. reeling in line option will cause the line to come closer to the player 3. reel in catch event - fish can bring the line closer or farther from the player. Bobber can be moved around to any location in the water.
player has moved inland a bit and no longer close to the water) then the bobber triggers the event "your line washes ashore" which stops the fishing process.
Line Range Calculations Using the following status window options will affect the distance of the bobber Small Reel In - pulls line in by a range of .50 - by 1.0 Tug Left - pulls line in by a range of .15 - by 1.25 Tug Right - pulls line in by a range of .15 - by 1.25 Tug Up - pulls line in by a range of .15 - by 1.25 Source References
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