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Consider Implementing Fishing Buff (With A Sprinkle of Salt)

DeceitfulPear

Well-Known Member
Slicer
Territory Buffs
and how I feel 'bout them
Neutral Mobs/Double Drops/Nether Loot: Easier grinding for components for pots or other various resources. Double Drops extend to Ender Pearls which are vital for PvP

Ancient Ingots fully repair armor in one use: Great buff for PvP, insane reduction on repair time and resources. Love it

2x behead chance and 50% chance of not consumer an epearl: Great for showing off and resouce management. Statistically makes your epearls a stack of 32 (give or take for the good/bad luck)

2x Dock Blocks: Err... I mean some give your shards for t-gens I guess? And Prismarine is cool so I guess?

And what I'm mainly writing this about...
Fishing Buff: Insane boost to winning fishing tournaments and better chance to become Master Angler (will still be tough but still)

More Rantings of a Salty Fisherman
On Loka I like to categorize things into 3 columns: PvP, Building/Exploration, and PvE

PvP is self explanatory and extends to the ganks in the wild to conquest fights

Building is creating incredible things for your town and Exploration is searching for those wonderful builds of old, secret hidden away things. Gaining resources and blocks to make something wonderful or just help out your town. Even just filling out your collection of town lore.

PvE: Just a part of Minecraft as a whole, that challenge during when no one is online if you are traveling the world. Underneath here I also put fishing because soon they will be an actual mob swimming around in Minecraft and also there's the opportunity of fishing up Guardians. Fits the best under here is what I'm trying to say.

Now that I have those stated, lets talk about my personal belief for game design:

You should be rewarded in an area for excelling in that area
(EDIT: Adding an underline and making it 1 size larger because I feel this is my main point to this argument, not whether or not it is OP or not)

Conquest should help you gather those resources that are vital for pots and other various things during battle (even though that part can dip into PvE a bit but I feel it is vital enough for conquest that the buffs relating to this are well made)

Exploration should get you finding sweet town lore from towns long since fallen or achievements to show off that you found a story all about how my life got flipped-turned upside down.

PvE should get you rare loot from finding and defeating the Horseman, You should get a Nether Star for managing to defeat the Wither, you should get all the loot you gain from defeating the End Dragon, etc.

But you should not statistically lock out people from the Fishing Tournaments because a group of people are better at PvP. Those Fishing Tournaments, to me, are an event everyone on the server can participate in on equal footing. Nomads are just as powerful as the greatest of warriors. The Master Angler title is for that lucky person who catches that elusive fish that is at least 244 lbs.

The 2 buffs that I don't agree with are the double dock block and the fishing buff. They don't represent in any way what you do to gain them. I believe double dock block would make sense for the Capital of each continent or for the World Cap, their power gives them more weight in trade and therefor they are able to gain more through trading and thus the dock blocks are more rewarding to them.

Fishing buff is cool, its awesome, it pushes things a long to a part of the game that I spend a good amount of time on. But I'm bad at PvP, many people are bad at PvP and all they wanna do is brew alcohol and fish man. If you want to keep this buff, give it to one player. The Master Angler. Yeah its win more type of thing but it makes sense at least. They are THE Master Angler and through their skills of a fisherman they are able to catch bigger fish on average. That makes sense, they fished a lot and got the biggest fish so now they get more than just a title.

When I first saw the tile buff I was honestly excited because BIGGER FISH but after really thinking about it (mainly through being sad that my alliance didn't grab that up) I really did realize that I don't think any group of people should have it. It potentially locks out the Fishing Tournaments for everyone and ruins an aspect of the server that I truly love.

HORRIBLE BUFF IDEAS
that I came up with at 4 AM in my fit of insomniac rage
Honestly, probably best to ignore these because I know nothing about balance and I feel most ideas or horrible but I can't say remove something without offering something to replace it with, no matter how bad.

CHEAPER TERRITORY UPKEEP
CHEAPER T-GEN UPGRADE COSTS


These make sense, conquest gains you territories and it can be expensive to keep up with the cost. So through battle and conquest you are able to lower those costs through your prowess in battle


TL;DR Salty pond boi feels fishing tournaments will be ruined and rants about why and how he wants them fixed

Pardon any poor grammar or spelling I woke up from a nap and its Easter and I really love this apple vanilla and cinnamon mead that I got. Oh boy its tasty.
 
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9 voters
My main point is more of it feels off theme and that a buff should be more directed to Conquest honestly since that is how its earned

well it does tie to pvp, mending is "Vital" and "important" in conquest so that you can more easily repair armor. winning the fishing tournament means you have more mending
 
My main point is more of it feels off theme and that a buff should be more directed to Conquest honestly since that is how its earned
To me, the fishing comp. seems more entertaining because you can be on a track pad with 4 fps and still manage to win and get a cool tag and a super pricey book and all that. I see where pear is coming from and have to agree. In a world where crits matter most, it's kind of nice to have those competitions that don't require pvp, as a whole lot of us just don't fight well. Fishing comps are one of those places you can win without the space bar, and I think adding a fish buff for the best fighter, small as that buff may be, takes away from that mindset.
 
I just want to start off by saying it is a very well written post and I love the discussion this has created both on discord and here on the forums. Having everyone talking and throwing ideas in the hat is awesome and very healthy for the server.

The main point to your argument was as follows:
You should be rewarded in an area for excelling in that area

I'd like to focus the discussion on this for now because it affects how Loka is designed going forward. Up to now Loka has almost had the opposite view to this statement when it comes to design. We are very wary of 'win more' mechanics and getting a reward that helps the thing you have done the best in, often allows you to snowball. This quickly reaches a point where others feel they can no longer beat you in that area because you have so many advantages. This is the very reason we have tried to make capital policies and buffs not effect conquest in a major way. (i.e not providing them better modules or faster respawn times) It's also why we have made xp and consequently 'god gear' relatively easy to obtain. It gives new towns/players a chance to compete against established towns by removing one of the barriers to entry, gear.

The buffs I am most concerned about are those that directly impact conquest and that are also on a very high power level. Things such as gaining an economic advantage through taxes or double dock blocks are fine imo, but there does reach a point (and maybe double mob drops is it) where the power level is so high it becomes a problematic 'win more' mechanic.

Equally you have to balance this with making the incentives for winning in a given area impactful and exciting enough to encourage players to strive for. So it's a tricky thing to balance.

Bonus question: How do you feel about perks such as the fishing one as a capital or world capital policy?
 
2x behead chance and 50% chance of not consumer an epearl: Great for showing off and resouce management. Statistically makes your epearls a stack of 32 (give or take for the good/bad luck)


Not quite. It is a 50% chance not a 100% chance meaning that only 50% of pearls we be saved. Statistically it would mean 24 for a stack.​
 
I just want to start off by saying it is a very well written post and I love the discussion this has created both on discord and here on the forums. Having everyone talking and throwing ideas in the hat is awesome and very healthy for the server.

The main point to your argument was as follows:


I'd like to focus the discussion on this for now because it affects how Loka is designed going forward. Up to now Loka has almost had the opposite view to this statement when it comes to design. We are very wary of 'win more' mechanics and getting a reward that helps the thing you have done the best in, often allows you to snowball. This quickly reaches a point where others feel they can no longer beat you in that area because you have so many advantages. This is the very reason we have tried to make capital policies and buffs not effect conquest in a major way. (i.e not providing them better modules or faster respawn times) It's also why we have made xp and consequently 'god gear' relatively easy to obtain. It gives new towns/players a chance to compete against established towns by removing one of the barriers to entry, gear.

The buffs I am most concerned about are those that directly impact conquest and that are also on a very high power level. Things such as gaining an economic advantage through taxes or double dock blocks are fine imo, but there does reach a point (and maybe double mob drops is it) where the power level is so high it becomes a problematic 'win more' mechanic.

Equally you have to balance this with making the incentives for winning in a given area impactful and exciting enough to encourage players to strive for. So it's a tricky thing to balance.

Bonus question: How do you feel about perks such as the fishing one as a capital or world capital policy?
Yeah I'm aware of how hard it must be to balance such things. In all honesty I don't find the tile(s) that I have issues with to be overpowered but feel it should be more of a choice thing through policies rather than territories. Also am aware that if a tile buff gets moved to a policy that it means that we need a new tile buff. Honestly the discussion that has lead from this post has far surpassed any ideas that I initially had.

Perhaps as a tile buff (if it hasn't been thought of) is an extra policy? This does alter other things but its still an idea, follow my mentality of throw things at a wall and have people that know better tell me whether or not something sticks.

But back to the bonus question: I think that it would be a great choice as a policy so people can either min/max their towns or roleplay their towns! Say the alliance says they're master fishermen so they go for fishing buff or they see themselves as being masters of trading and they get more from dock block. (Obviously this assumes those become policies instead but still). Or people go with what is actually strongest for what they need. Also have to keep in mind that policies come and go only once a month rather than any possible time you're vulnerable to attack.

I feel like I may not have actually said anything substantial right now because I currently have the alliance discord in my ear about other things so sorry about this possibly being hard to read :P

But regardless of if anything truly comes out of this post I'm just glad to have opened up discussion for everyone. Encourages people to think and get creative ;P
 
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