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OKAY, BEFORE YOU JUDGE, HEAR ME OUT PLEASE.
Before you base this post on fishing, this also greatly affects salvage.
First, a bit of History:
Now we all know how big fishing was in its prime over a year ago, giving players the ability to fish out armors and tools, then repair and salvage it for resources. This lead to the widespread abuse and destruction of the server economy, giving players, who put in the time, fortunes. So of course, people noticed it and it became nerfed hard, making it pretty much utterly useless.
What has changed:
Now recently, there has been a new addition to mcmmo: Salvage
Back then, salvage was based entirely off your repair, and the salvaged resources would be 100% the makeup of that item: chestplate = 8 resources, pickaxe = 3, etc.
But ever since Salvage has been entered as a Child skill of both repair AND fishing, salvaging items has become almost useless for those who would used to have 600 repair to do so.
But whats the difference?
To get to lvl600, you would need 4,218,000 mcmmo experience. Instead of the 100% salvaged, now people with 600 repair get 30% back, which has hit it pretty hard, meaning that to reach 100% again, you would need lvl 2000 repair, the mcmmo experience equivalent of 42,060,000, roughly 10x as much time and resources required to reach it, or split it halfway between the useless fishing and repairing, becoming 22,060,000 mcmmo experience. We can look at this together now.
Old salvage repair requirement: 4,218,000xp
New salvage repair requirement: 42,060,000xp
New salvage with fishing repair requirement: 11,030,000+11,030,000=22,060,000
So, why was salvage changed/nerfed?
MCMMO is a separate plugin from Massivecraft, it is external and it updates on its own, far from massive craft's control, although they have lots of flexibility concerning a wide amount of configurations and limitations that can be set in place. This being said, fishing and repair are a LARGE part of salvage. Players would used to fish for armors and tools then repair and salvage those. There is a DIRECT CORRELATION from players' fishing level to their repair level and that is why they are the parent skills.
Ex:
Cowboys1919: Fishing-12224, Repair-7331
Dam94: Fishing-5714, Repair-3603
Vip96: Fishing-4082, Repair-3411
But since fishing has been abused in the past, massive has DISABLED all fished treasures and now the only thing that can be fished is... well... fish! But MCMMO does not revolve around Massivecraft, it will evolve and change in its own path, and it is up to us to adapt and configure the plugin to our adaptations. The salvage child skill is DESIGNED to revolve around fishing and repair, but as of now, there is no real reason to train fishing. FISHING IS DEAD. So if its dead, why must it still maintain a large factor in our salvage? We need to either buff repair, fishing, salvage, or have some kind of compensation.
Easy, train fishing, right?
No, not easy.
Not to mention with the nerf of the items fished out, the bite chance was also terribly nerfed, about 100x less than it used to be, making it extremely hard, time consuming, boring, and non profitable to fish.
What should be buffed?
Now i understand that the implementation of fished tools and armor is destructive to the server economy, and will never be pushed, no matter how high the demand, yet it fishing still needs some kind of easier and more practical way to level up. When I say this, I mean that we do not need any profit for this skill, but a way to level it up again so that salvage can become profitable again, no matter how unprofitable fishing is or may become. So there are 2 things that can help this problem:
Why should it be buffed?
The older players who were part of the massive fishing craze of the time abused fishing, and with fishing they gained armor and tools to repair, raising their repair skill, and salvage, giving them big wealth. Older players have an advantage, their repair and fishing is high enough already, and now they have nothing to worry about concerning salvaging their tools. On the other hand, players who did not abuse fishing or players who are new, have a complete disadvantage, and will always have this disadvantage when dealing with salvaging. Being the unpractical parent skill it already is, no one will want to raise fishing, its terribly boring and unprofitable, and repairing becomes tedious to train, darkrooming for hours to repair gold and leather armors only to salvage them to get less than what you repaired it for while gaining little experience. Or even hiring someone with high leveled axes to beat upon your self while wearing diamond armor, only to repair it and lose many valuable diamonds. I'd like to give those players who came after the fishing craze and those who did not abuse it to have an easier time in retaining their salvage ability to its formal potential. Those who have already abused fishing have nothing to worry about, but new players do.
In addition to this, a skill associated with fishing, "shake," is only available and in use to those older players active during the fishing craze. As of now, training fishing is increasingly hard and new players will never likely unlock and utilize this skill.
Fishing is dead.
I cannot stress enough and I will continue to repeat it, Fishing is DEAD. There is almost no profitability, no fun, no real reason to fish anymore. MCMMO was a way to make fishing just the opposite, but it became abused and severely nerfed. And nerfing it was a good choice at the time since it had no other effect on other skills. But now it has meaning in the new salvage child skill. We need to give new players and those that have not had the chance to fish in that area an easier shot at getting 100% salvage, or at least some way to make it once again profitable to salvage as it had always been.
Here's some extra statistics on old salvage and new salvage:
Old Salvage:
level req: 600 (4,218,000xp)
profitability: 100%
Profit gained from average double chest of armors: 324
New Salvage:
level Req: 250-minimum salvage, 500- 1/4 salvage, 1000-half salvage, 2000-full salvage (42,060,000xp)
profitability: min-12.5%, 1/4-25%, half-50%, full-100%
profit gained: min(only chestplates)-10, 1/4-81, half-162, full-324
In case you are wondering about how I am getting these statistics, here's the equation:
10x^2+1030x= total amount of xp required to reach given level (x).
As of now, each fish is 1000 fishing xp.
Before you base this post on fishing, this also greatly affects salvage.
First, a bit of History:
Now we all know how big fishing was in its prime over a year ago, giving players the ability to fish out armors and tools, then repair and salvage it for resources. This lead to the widespread abuse and destruction of the server economy, giving players, who put in the time, fortunes. So of course, people noticed it and it became nerfed hard, making it pretty much utterly useless.
What has changed:
Now recently, there has been a new addition to mcmmo: Salvage
Back then, salvage was based entirely off your repair, and the salvaged resources would be 100% the makeup of that item: chestplate = 8 resources, pickaxe = 3, etc.
But ever since Salvage has been entered as a Child skill of both repair AND fishing, salvaging items has become almost useless for those who would used to have 600 repair to do so.
But whats the difference?
To get to lvl600, you would need 4,218,000 mcmmo experience. Instead of the 100% salvaged, now people with 600 repair get 30% back, which has hit it pretty hard, meaning that to reach 100% again, you would need lvl 2000 repair, the mcmmo experience equivalent of 42,060,000, roughly 10x as much time and resources required to reach it, or split it halfway between the useless fishing and repairing, becoming 22,060,000 mcmmo experience. We can look at this together now.
Old salvage repair requirement: 4,218,000xp
New salvage repair requirement: 42,060,000xp
New salvage with fishing repair requirement: 11,030,000+11,030,000=22,060,000
So, why was salvage changed/nerfed?
MCMMO is a separate plugin from Massivecraft, it is external and it updates on its own, far from massive craft's control, although they have lots of flexibility concerning a wide amount of configurations and limitations that can be set in place. This being said, fishing and repair are a LARGE part of salvage. Players would used to fish for armors and tools then repair and salvage those. There is a DIRECT CORRELATION from players' fishing level to their repair level and that is why they are the parent skills.
Ex:
Cowboys1919: Fishing-12224, Repair-7331
Dam94: Fishing-5714, Repair-3603
Vip96: Fishing-4082, Repair-3411
But since fishing has been abused in the past, massive has DISABLED all fished treasures and now the only thing that can be fished is... well... fish! But MCMMO does not revolve around Massivecraft, it will evolve and change in its own path, and it is up to us to adapt and configure the plugin to our adaptations. The salvage child skill is DESIGNED to revolve around fishing and repair, but as of now, there is no real reason to train fishing. FISHING IS DEAD. So if its dead, why must it still maintain a large factor in our salvage? We need to either buff repair, fishing, salvage, or have some kind of compensation.
Easy, train fishing, right?
No, not easy.
Not to mention with the nerf of the items fished out, the bite chance was also terribly nerfed, about 100x less than it used to be, making it extremely hard, time consuming, boring, and non profitable to fish.
What should be buffed?
Now i understand that the implementation of fished tools and armor is destructive to the server economy, and will never be pushed, no matter how high the demand, yet it fishing still needs some kind of easier and more practical way to level up. When I say this, I mean that we do not need any profit for this skill, but a way to level it up again so that salvage can become profitable again, no matter how unprofitable fishing is or may become. So there are 2 things that can help this problem:
- Raise the bite chance when leveling up. Back when fishing was overpowered, my bite chance was around 3.5% and i was catching fish at decent speeds to where I would gradually level up with comfort while getting numerous catches, preventing too much boredom. Other people as well gained more fish, as should happen when your fishing skill gets higher. So the first way to fix this would be to raise the bite chance again and correlate it to the fisher's skill level.
- The Second way would be to raise the xp per caught fish. As of now, every fish gives 1000 mcmmo xp, requiring approximately 3 double chests of caught fish (~11,000) to reach lvl1000. If the xp given per caught fish was higher, then it would be more practical to actually train fishing to feed its child salvage skill.
Why should it be buffed?
The older players who were part of the massive fishing craze of the time abused fishing, and with fishing they gained armor and tools to repair, raising their repair skill, and salvage, giving them big wealth. Older players have an advantage, their repair and fishing is high enough already, and now they have nothing to worry about concerning salvaging their tools. On the other hand, players who did not abuse fishing or players who are new, have a complete disadvantage, and will always have this disadvantage when dealing with salvaging. Being the unpractical parent skill it already is, no one will want to raise fishing, its terribly boring and unprofitable, and repairing becomes tedious to train, darkrooming for hours to repair gold and leather armors only to salvage them to get less than what you repaired it for while gaining little experience. Or even hiring someone with high leveled axes to beat upon your self while wearing diamond armor, only to repair it and lose many valuable diamonds. I'd like to give those players who came after the fishing craze and those who did not abuse it to have an easier time in retaining their salvage ability to its formal potential. Those who have already abused fishing have nothing to worry about, but new players do.
In addition to this, a skill associated with fishing, "shake," is only available and in use to those older players active during the fishing craze. As of now, training fishing is increasingly hard and new players will never likely unlock and utilize this skill.
Fishing is dead.
I cannot stress enough and I will continue to repeat it, Fishing is DEAD. There is almost no profitability, no fun, no real reason to fish anymore. MCMMO was a way to make fishing just the opposite, but it became abused and severely nerfed. And nerfing it was a good choice at the time since it had no other effect on other skills. But now it has meaning in the new salvage child skill. We need to give new players and those that have not had the chance to fish in that area an easier shot at getting 100% salvage, or at least some way to make it once again profitable to salvage as it had always been.
Here's some extra statistics on old salvage and new salvage:
Old Salvage:
level req: 600 (4,218,000xp)
profitability: 100%
Profit gained from average double chest of armors: 324
New Salvage:
level Req: 250-minimum salvage, 500- 1/4 salvage, 1000-half salvage, 2000-full salvage (42,060,000xp)
profitability: min-12.5%, 1/4-25%, half-50%, full-100%
profit gained: min(only chestplates)-10, 1/4-81, half-162, full-324
In case you are wondering about how I am getting these statistics, here's the equation:
10x^2+1030x= total amount of xp required to reach given level (x).
As of now, each fish is 1000 fishing xp.
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