Game Mechanics Actually limit quest fish to one per day

Aceplante

Official Terrarian
As of now, quest fish are extremely each to catch once you have any semblance of decent fishing power. In addition, simply by putting the quest fish away in either your void bag, piggy bank, or a chest, you are suddenly able to catch another completely invalidating the intended limitation of making players unable to catch multiple since it only works SPECIFICALLY if you have a quest fish in your inventory, and it fails to check these other methods of storage.

Meaning, if you spend the time early game, you can have stockpiles of every quest fish type by midgame, effectively removing the need to ever fish for quest fish again. Why prevent players from picking up multiple quest fish in his inventory if you were meant to be able to catch and store as many as you wanted?

Please make quest fish actually rare again. Limit the amount of quest fish players can CATCH per day to one. One per quest. If you want to "save" it, you cannot also complete the quest that day. This would make stockpiling pointless, since why save the fish when you could turn it in now? Perhaps if you catch it close to 4:30 am and dont turn the quest fish in on time, then you have one for the next time it comes up?

Along with this fix, please make quest fish actually rare and require time to finally catch, as opposed to being able to easily get it in a few casts the way it is now. I suggest about the rarity of a biome crate.
 
...this idea may not be needed because of the fishing having original and hardmode...
...also the request for each quest is random, effort is still needed to stockpile...
...35 to 40 different options and types of quests, and the rewards are also random...
...there does not appear to be a problem here unless you can explain more...
 
...this idea may not be needed because of the fishing having original and hardmode...
what?
...also the request for each quest is random, effort is still needed to stockpile...
Basically, whenever a new fish comes up for the first time, just catch like 20 of them. Eventually you get to a point where you never see one you dont have.
...35 to 40 different options and types of quests, and the rewards are also random...
why do the rewards matter?
...there does not appear to be a problem here unless you can explain more...
The problem is that, as mentioned, quest fish are clearly intended to be caught one per day, but by storing it in a chest you can trick the game and catch more. The way I propose we fix this is by limiting the amount players can CATCH, regardless of how he wishes to store it.
 
>>The problem is that, as mentioned, quest fish are clearly intended to be caught one per day, but by storing it in a chest you can trick the game and catch more. The way I propose we fix this is by limiting the amount players can CATCH, regardless of how he wishes to store it.

...when developers make changes to video games, it is to fix a big problem or to create a balance...
...rewards for fish quests are not seen as too powerful or too unbalanced, unless you can explain...
...many video games have shortcuts that are seen as ok to have, because they are seen as harmless...
...we have hoik as an example, we also have minimal house building and nurse healing...
...there does not appear to be any harm or abuse that can cause problems...

 
Make that the more bosses you have beaten, the more you are allowed to trick the quest fish system. No bosses beaten = only one fish, ML beaten = 40 fidh per day
 
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