But when you boil everything down to just an algorithm these 'unlikely' things could be programmed to be impossabilitys. It is possible to catch a pike in the middle of a lake on the surface. but what if these fish just want to go for a wander. All of this is unlikely but possible.īut also catfish 'tend' to stay in the deeper colder waters, predator fish like pike and bass 'tend' to stay near cover such as lillys, reeds, underwater structures etc. someone may have dropped a load of poison in the lake the day before and killed them all, it might be over fished, or perhaps ALL the fish decided to clump up in the one area of the lake you arnt fishing. When you go fishing in real life theres no garantee there is even any fish in the lake. My problem with that is its not at all like 'real life'. Originally posted by Bodzio:It is time + weather + right hook and deep + right place. Its probably quite more advanced than this, but i guess it how it works. Once your lure/bait enters the zone, the algorithm starts working and spawn fish into the zone (type of fish(bass,trout,pike.), common,trophy or unique depending on what zone got triggered, what time of day and your equipment and probably quite more stuff), the fish then check out your bait/tackle, if its worth to bite. The fish you see jumping or making rings on the water are "static" animations who indicate that the zone is full of fish. The lakes is seperated into different zones. I dont think there any fish in the water until you throw out. Im not sure(at all.lol) how it works so take my words with a big grain of salt. I always prefer the former as it feels more 'simulator' like but i have a feeling the later is the case as there are so many guides to "Use this exact equipment, at this exact time, cast in this exact location and you will get X throphy or X unique fish" Which kind of ruins the whole game for me as then its less about fishing and having fun and more about spreadsheets and numbers. Or are there no fish and when you cast your bait into a location an algorithm runs in the background which can spawn fish specificly to bite your bait. Originally posted by Noodles:Im curious if any of the devs can explain how the fish are programed into the game.Īre they all prespawned when the map/server is created and then follow an AI which dictates if they see or bite your bait?
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I have no beef with the dedicated F2P players but by definition they aren't ever going pay for it regardless of how it is available so Wargaming isn't concerned about their opinion on this matter.Īlso despite the new howling, it isnt the first time Wargaming has expected people to buy and do some grinding to get a ship. My opinion will change if they insert bizarre or hard to complete requirements, but they haven't done that in the past for a campaign. Anyone who is going to buy Missouri is actually playing the game and can probably complete the missions easily. They were convinced to give a fairer alternative to the crappy loot boxes, but they want to tie it to one of the cheesy campaigns that you usually can sleepwalk through. You complete them while playing the game normally. Then they open it for purchase if you complete a campaign but people still howl.Īdmittedly, we don't know what the missions are, but the fact they called it a "campaign" suggests it is the same as the previous campaigns - sink 5 ships, spot 20 torpedoes, etc. People howled about the loot boxes, which is understandable because you have no idea what you actually have to do to get the ship. not sure what you all are griping about this for? Hasn't everyone already committed to closing your wallets anyway? Why gripe about any of this if you aren't going to give anymore money to WG? I mean all the mission will be is a way for F2P or protest (while still playing) players to get some of WG's free stuff. I guess I would have to see what the mission requirements look like before deciding how bad this is really? Though. With Tripadvisor, you have a full view of the types of vehicles available at Kansas City Intl Airport. 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