Game Mechanics Unique Bobbers Rework

Aceplante

Official Terrarian
Fishing Bobbers have such incredible potential, yet all they give is.. 10 fishing power, the same stat already given by fishing armor, the angler earring/tackle bag, fishing potions, chum bucket, gummy worm, and apparently the inner tube, toilet, and tipsy effect.

What if instead, they gave a catch speed boost, making it unique among these other fishing buffs. This would be per biome?

default bobber: 5% boost universal
Xenon: 10% speed boost in the hallow
Neon: boost in corruption
Agron: boost in crimson
Krypton: boost in jungle
lava moss: boost in deep caves/underworld
glowing: boost in sky/space, and in surface at night
helium: no clue

but, this opens up the door to more bobbers for structures such as the dungeon (skull bobber) and temple (solar bobber), and biomes like a "deep sea" bobber for the ocean
 
With the current method of obtaining a fishing bobber (and how trivial it is to make the different versions), I don't see this being particularly enjoyable to use in practice. You're only going to have one bobber, so if you wanted to take advantage of all of these different bonuses you'd be shimmer decrafting it all of the time. Also, each world type only has access to one of the glowing mosses (plus helium) until you get the chlorophyte extractinator, so you could end up with unfortunate scenarios like having argon moss in a corruption world.

The purpose of the different bobbers is for vanity, and I think it's perfectly fine to stay that way. I do like the idea of some more different bobbers, as some more variety could be nice.
 
With the current method of obtaining a fishing bobber (and how trivial it is to make the different versions), I don't see this being particularly enjoyable to use in practice. You're only going to have one bobber,
what? why? Obviously this should not be the case. Edit: according to the wiki, the only thing that would need to change is the random "only if you dont have one" limitation
Also, each world type only has access to one of the glowing mosses (plus helium) until you get the chlorophyte extractinator, so you could end up with unfortunate scenarios like having argon moss in a corruption world.
I was not aware of that, obviously all worlds should have all of the moss types.
I do like the idea of some more different bobbers, as some more variety could be nice.
Exactly, which is what this suggestion was looking to solve
 
what? why? Obviously this should not be the case. Edit: according to the wiki, the only thing that would need to change is the random "only if you dont have one" limitation
The reason this limitation exists is so that the angler won't give you duplicate accessories. Getting a second bobber that would let you make another one of these options would still feel worse than getting any of the other 6 accessories, so you'd probably need to completely untether the bobber from the angler accessory system and make it more common.

However, even if this were the case, I still don't see these being particularly interesting to use. I'm not going to be carrying 8 different bobbers around to get a minor boost in certain biomes. Even if they were just in a chest or piggy bank to swap out when needed it just seems like a lot of hassle for not a lot of benefit from a gameplay perspective (and the optimal play is still to shimmer decraft all the time, since you aren't going to have 8 bobbers lying around). Plus you lose out on some of the vanity purposes of having the different bobbers in the first place. Needing to get a second bobber just so that I can have my favourite colour in addition to the one I want the function of is a little silly.

I feel like if you want to have more customization within fishing loadouts, maybe bait would be a better way to do that. For example, lightning bugs could give bonus fishing power in the hallow, or the jungle bugs could give bonus in the jungle.
 
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