Survival fishing traps CD
Posted: Mon Sep 07, 2026 1:33 pm
Greetings!
While the survival fishing traps are an amazing tool their appeal is gravely worsened by their long, punishing cooldown. If the traps were not consumables the CD would make sense, but they are. Why limit their usefullness like that? One could make an argument that they make fishing redundant but that is not true at all, for traps can only fish specific fish in their respective swarm. One could also argue that a lesser cooldown would make them "too" good lowering the time to get specific fish quite a bit, but that too falls flat when one considers that you have to farm the materials to craft the traps to begin with, thus already having to pay time upfront and then adding on the cooldown on top of that.
Thus my suggestion is as follows: Lower the trap cooldown substantially but keep them consumable. That way you still have to "pay" some time upfront but get a return afterwards when you actually want to use the traps.
A related but different idea considering the traps would be to make them an expensive upfront craft and then have them be non consumable but require the bait to arm instead. That way youd lower the upfront time needed to just the bait creation while also giving it a kinda realistic feel - and, if one has to wait on their trap to fill to pick it up again, they get a logical and reasonable cooldown that prevents you from just spamming a beach with them. (though an internal cooldown the length of the catching time can still be added to prevent abuse of placing several, ofc)
I do hope my reasoning makes sense and that people share their ideas and hopefully support
Kind regards!
While the survival fishing traps are an amazing tool their appeal is gravely worsened by their long, punishing cooldown. If the traps were not consumables the CD would make sense, but they are. Why limit their usefullness like that? One could make an argument that they make fishing redundant but that is not true at all, for traps can only fish specific fish in their respective swarm. One could also argue that a lesser cooldown would make them "too" good lowering the time to get specific fish quite a bit, but that too falls flat when one considers that you have to farm the materials to craft the traps to begin with, thus already having to pay time upfront and then adding on the cooldown on top of that.
Thus my suggestion is as follows: Lower the trap cooldown substantially but keep them consumable. That way you still have to "pay" some time upfront but get a return afterwards when you actually want to use the traps.
A related but different idea considering the traps would be to make them an expensive upfront craft and then have them be non consumable but require the bait to arm instead. That way youd lower the upfront time needed to just the bait creation while also giving it a kinda realistic feel - and, if one has to wait on their trap to fill to pick it up again, they get a logical and reasonable cooldown that prevents you from just spamming a beach with them. (though an internal cooldown the length of the catching time can still be added to prevent abuse of placing several, ofc)
I do hope my reasoning makes sense and that people share their ideas and hopefully support
Kind regards!