Superpichu999 Posted November 9, 2016 Share Posted November 9, 2016 Chain fishing is a mechanic introduced in 6th gen adding, no surprise here, a way to chain your fishing attempts together to create a chain. In the game, chaining consecutive encounter via fishing would slowly but surely increase the shiny rate of the pokemon. If you moved, reeled in too quickly, or failed to hook a pokemon the chain would break and you would be back to square one. But anything that would increase the shiny rate would never happen, so why suggest it. Simple, I'm saying to implement in a way that it will a fun and interesting mechanic in PRO, without doing anything to the shiny rate. Anyway, to the meat of the suggestion: If we are gonna implement chain fishing we without changing the shiny rate, we would need some sort of rewarding factor to incentivize chain fishing in the first place. So I suggest that if we have a certain amount of encounters chained, we would have a chance of fishing out an item (without breaking the chain). These item could be fit in to separate tiers which would unlock with a certain chain. Example: [glow=red]THESE CAN BE REPLACED BY ANYTHING[/glow] 5 encounters chained = chance for a pokeball to be fished up 10 encounters = chance for a soft sand 25 encounters = chance for some stardust, pearl 50 encounters = chance for a water stone, big pearl 75 encounters = chance for a nugget, rare candy 100 encounters = chance for big nugget etc These would small chances, but still chances. There also may be a chance for items that would break your fishing chain (like a smelly old boot getting tangled in you line). Another way to incentivize chain fishing would to after a certain amount of chains, have a chance to encounter a rare pokemon not normally found in said route or area. Example: After 50 encounters in Vermillion, would have a 5% chance to catch a wailmer After 100 encounters chained, you, who is fishing in dragons den, would have a 5% chance to encounter a skrelp. This also would allow pokemon with the ability, Suction Cups, to more useful, as there will be a chance of you not snagging a pokemon, to lower that said chance. I hope you like my suggestion. Any feedback would be appreciated. #TEAM ROWLETT Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/ Share on other sites More sharing options...
Shagos Posted November 9, 2016 Share Posted November 9, 2016 nice idea. :y: Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304300 Share on other sites More sharing options...
Purplemauth Posted November 9, 2016 Share Posted November 9, 2016 What i like: -A chance to fish items. Though, the items you said (money items basically) will never be implemented because that would be the new way to farm money and rewards people (and potentially bots) for sitting fishing in an area for hours on end. If you could fish out potions, status heal items, nothing with any real resale market on the second market, would be cool. -A chance to run into a rare pokemon not in the route. This is cool, it could offer a way to get a pokemon like skrelp in another area and utilizing another mechanic to do so. However, this is sort of already accomplished with MS pokemon. Being realistic: -I dont think a change in fishing will ever be a top priority, and implementing something like the timing window to catch seems sort of difficult to code to improve an already functioning system. The game has way more needs (rest of abilities, moves, other pokemon, etc.) for this to be a priority. -I don't forsee PRO ever implementing something that would affect the value or rarity of shiny pokemon. Shinies are already a purely luck based aspect to the game that any player can experience. Making water pokemon that can be finished suddenly be easier to acquire as shiny absolutely kills the secondary market for them, and makes the whole rarity of the shiny pokemon useless. A mechanic like that can be implemented in the regular games because they are single player, and if you decide to trade online you aren't actually "selling" them. -Implementing Suction Cups again, from my inexperienced coding background, seems like an extremely frivolous feature that the man power should be used in a different way. This is kind of how i see it. But who knows! Creativity is always appreciated. :Grin: Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304301 Share on other sites More sharing options...
Guest BigFatJambles Posted November 9, 2016 Share Posted November 9, 2016 303651 Chain fishing is a mechanic introduced in 6th gen adding, no surprise here, a way to chain your fishing attempts together to create a chain. In the game, chaining consecutive encounter via fishing would slowly but surely increase the shiny rate of the pokemon. If you moved, reeled in too quickly, or failed to hook a pokemon the chain would break and you would be back to square one. But anything that would increase the shiny rate would never happen, so why suggest it. Simple, I'm saying to implement in a way that it will a fun and interesting mechanic in PRO, without doing anything to the shiny rate. Anyway, to the meat of the suggestion: If we are gonna implement chain fishing we without changing the shiny rate, we would need some sort of rewarding factor to incentivize chain fishing in the first place. So I suggest that if we have a certain amount of encounters chained, we would have a chance of fishing out an item (without breaking the chain). These item could be fit in to separate tiers which would unlock with a certain chain. Example: 5 encounters chained = chance for a pokeball to be fished up 10 encounters = chance for a soft sand 25 encounters = chance for some stardust, pearl 50 encounters = chance for a water stone, big pearl 75 encounters = chance for a nugget, rare candy 100 encounters = chance for big nugget etc These would small chances, but still chances. There also may be a chance for items that would break your fishing chain (like a smelly old boot getting tangled in you line). Another way to incentivize chain fishing would to after a certain amount of chains, have a chance to encounter a rare pokemon not normally found in said route or area. Example: After 50 encounters in Vermillion, would have a 5% chance to catch a wailmer After 100 encounters chained, you, who is fishing in dragons den, would have a 5% chance to encounter a skrelp. This also would allow pokemon with the ability, Suction Cups, to more useful, as there will be a chance of you not snagging a pokemon, to lower that said chance. I hope you like my suggestion. Any feedback would be appreciated. I love the idea of fishing up items. Of course, certain pokemon already hold items sometimes when they are caught, so it would have to be a seperate mechanic. I love this idea. Bumpin' it. The only thing I can see a problem with - is if so many players are doing it at once, it could lag a location pretty badly. :y: Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304302 Share on other sites More sharing options...
Superpichu999 Posted November 10, 2016 Author Share Posted November 10, 2016 303659 -I don't forsee PRO ever implementing something that would affect the value or rarity of shiny pokemon. Shinies are already a purely luck based aspect to the game that any player can experience. Making water pokemon that can be finished suddenly be easier to acquire as shiny absolutely kills the secondary market for them, and makes the whole rarity of the shiny pokemon useless. A mechanic like that can be implemented in the regular games because they are single player, and if you decide to trade online you aren't actually "selling" them. I completely agree, the only reason I mention shiny is because the original concept in the single player games only focused on shinies. The whole point of the suggest was to shift that focus to allow the feature to be less, make something hard to find easier, and more, allow a basic feature be more interesting for a mmo format. As for the point of the items, they were more placeholders for the example of the tiers, then anything else. I could easy replace the items with any other items as long as they would be more useful/rarer then the tier below it. I understand completely, when comes to botting. Anyway, thank you for you feedback. It's very much appreciated. #TEAM ROWLETT Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304303 Share on other sites More sharing options...
Chameleon Posted November 10, 2016 Share Posted November 10, 2016 It's not a bad suggestion, sounds fun and all, don't get me wrong... But why would fishing need to be incentivized? I don't see the reason for it. And, imo, a feature like this would cause more inflation which is already one of the main problems with the game. Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304304 Share on other sites More sharing options...
Superpichu999 Posted November 10, 2016 Author Share Posted November 10, 2016 303664 The only thing I can see a problem with - is if so many players are doing it at once, it could lag a location pretty badly. :y: Very true, but the same could be said for any route that has a rare pokemon every one wants (I.e. clone event) The simplest solution would be to make sure a rare pokemon encountered via this method could be encountered somewhere else via this method. The the skrelp is this example could be caught in, say, the route between rustboro and meteor fall via this method, due to the dragon types living near by, and it evolve into a dragon type. This could also be fixed by an option in the settings to not show other players sprites, to reduce lag. #TEAM ROWLETT Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304305 Share on other sites More sharing options...
Superpichu999 Posted November 10, 2016 Author Share Posted November 10, 2016 It's not a bad suggestion, sounds fun and all, don't get me wrong... But why would fishing need to be incentivized? I don't see the reason for it. And, imo, a feature like this would cause more inflation which is already one of the main problems with the game. Would it be the items or the pokemon, you think would cause this? If the items, as I just said in an earlier reply these can be replaced with any items as long the item is more useful then the items on the tier below it. If it's the pokemon, it would still the same thing with catch the pokemon elsewhere. The skrelp I use as an example, would be still as it's counterpart in hoenn, it's just a case of getting it in hoenn or in johto via this method. The whole point of the suggestion would be a way to make a basic mechanic more interesting, is it needed, no, it would it be a fun way to get some items and a chance, the same chance as always, for a cool, rare pokemon. #TEAM ROWLETT Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304306 Share on other sites More sharing options...
Chameleon Posted November 10, 2016 Share Posted November 10, 2016 303800 It's not a bad suggestion, sounds fun and all, don't get me wrong... But why would fishing need to be incentivized? I don't see the reason for it. And, imo, a feature like this would cause more inflation which is already one of the main problems with the game. Would it be the items or the pokemon, you think would cause this? If the items, as I just said in an earlier reply these can be replaced with any items as long the item is more useful then the items on the tier below it. If it's the pokemon, it would still the same thing with catch the pokemon elsewhere. The skrelp I use as an example, would be still as it's counterpart in hoenn, it's just a case of getting it in hoenn or in johto via this method. The whole point of the suggestion would be a way to make a basic mechanic more interesting, is it needed, no, it would it be a fun way to get some items and a chance, the same chance as always, for a cool, rare pokemon. It's the items. And apologies, I missed the part you talked about it, makes sense. So it's not exactly (or just) to incentivize fishing, but to add another fun feature to the game. Sounds good imo as long as it doesn't affect the economy in a bad way like you explained. +1 from me then. Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304307 Share on other sites More sharing options...
Superpichu999 Posted November 16, 2016 Author Share Posted November 16, 2016 Bump. :Grin: #TEAM ROWLETT Link to comment https://pokemonrevolution.net/forum/topic/49911-chain-fishing-with-no-shiny-chance-increase/#findComment-304308 Share on other sites More sharing options...
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