Are Fish Traps supposed to fail half the time?

I put 50 Handfuls of Insects into the traps (6 traps, 10 each). My total haul was only a total of 25 fish. It was always a guaranteed fish before for each handful of insects. Did they change it? Or could I have a mod interfering with it somehow? I didn’t mind the passive fish catching being taken away, but if they’ve lowered the catch rate to 50%, that’s just lousy.

2 Likes
  • What type of game - official server, unofficial, single-player…?
  • How long were they in the trap before you came back to harvest?

Single-player, and I stood there and watched the insects disappear with no fish being added

Gotcha, thanks for the extra info.

So to your original question, no, as far as I know that shouldn’t be happening. Sounds like you’ll want to submit a bug report.

What would be the gamification if “fish is guaranteed or your insects back” ?

Better than lootboxes. Probably with better odds too.

Have you actually ever been fishing? 50% return is pretty damn good :wink:

I always thought it was an RNG thing.

1 Like

I think the grubs/insects are decaying rather than failing to catch fish. Previously bait did not decay in traps. The amount of oil from each fish was increased so after the change the amount of oil per 50 grubs stayed the same. If you were looking to eat the fish rather than pressing them, the amount of fish is smaller.

They’re definitely not decaying. Like I said, I watched them. The “crafting” queue would complete, but no fish got added.

I can confirm this.

Noticed in Beta and after launch of AOH as well.

Something seems off and I can’t put my finger on it.

2 Likes

It seems to be a shiny new bug.

The way fish traps work is they roll a number from 1-100, then look up the fish list and drop the first fish with a value lower than the number rolled.

It looks like Funcom forgot that was how it worked and mistakenly assumed it was straight percentages, so all the fish values in normal traps add up to 100, but that results in all fish having values low enough for it to reach the end of the list and drop nothing.

In a normal fish trap using insects as bait, the fish values are:

  • Unappetising = 21
  • Savory = 35
  • Exotic = 44

If these were percentages, those would make complete sense, and you would always get a fish because 21+35+44=100.

But since it is a list, the actual percentages are:

  • Unappetising = 21%
  • Savory = 14%
  • Exotic = 9%
  • Nothing = 56%

The basic shellfish trap has the same issue. All the numbers add up to 100, which means you have a chance to get nothing at all.

However, the improved fish trap has not been messed with and still functions as a proper list. So you will always get fish using that trap. Because of this, I did wonder briefly if it might have been an intentional nerf to basic traps to make the improved versions more valuable, but the fact the the fish values are all adding up to 100 makes me quite certain it is an unintentional bug.

4 Likes

Thanks for explaining!

1 Like

I guess I’ll be off to the Sunken Temple then (Sunken Dungeon? Dungeon of Dagon? Whatever it’s called). Thank you very much. :smiley:

1 Like

ya that sounds like a typical funcom.

I have already asked this question here before, and we calculated that for 100 insects you can get about 40-45 fish. We have concluded that this was done intentionally to encourage players to obtain the recipe for an improved trap.

1 Like

or you could just i don’t know mod in your own fish trap and RNG on PC :smiley: , likely the easiest thing to learn how to code in blueprint.

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.