Before anything else, I have to say that I would never ever want to have traps' fishing be changed in a way that it would allow the scripting of it.
It is my understand, that as of now this activity either is not possible to be scripted or that it requires scripts so complex that very few can script it.
I think it as very important that it stays a "non-scriptable" activity.
This said, personally, rather than doing "sectors' fishing (with traps) as some fishermen do, I prefer "*blobs*" fishing.
The reason being, that I find the main problem for me being traps sinking.
When a trap sinks, it means it is full so, chances are, I am losing quite a few good crabs or lobsters whenever a trap sinks. So, while doing a sector could cover me for the traps in that sector, by going sector fishing I also end up pulling up emtpy traps thus wasting precious time that I could be using to do emergency pull for that *blob* that is the last call to a full trap before it sinks.
This said, going for the *blobs* wherever they show up, I end up doing a whole lot of moving and, also, waste time, often, just for traps with only 1 catch and often this 1 catch being regular crab or regular lobster.
Moreover, the *blob* warning stays up too short a time, IMHO, and often, with many traps spread all over, by the time I go to that area where the *blob* showed up I have lost visual memory of which trap it was and often I pull up an empty trap near by rather than the one with stuff inside.
So, I thought perhaps some fine tuning to traps' fishing could help ?
My suggestions would cover :
1) Allow the *blob* warning to stay up at least twice the time it does now, so that one does not loose visual contact with which trap is to be pulled up;
2) Introduce color coded *blob* warnings depending on how full a trap is. I noticed, that the most I can pull is 3 catches from a trap. Never got one with 4 catches. So, I assume, at 4 they just simply sink.
Introduce some color code for the number of catches. For example, *blob* indicates 1 catch, *blob* indicates 2 catches, and *blob* indicates full Trap at 3 catches.
This way, rather than spending time to go for 1 catch Traps one could target 2 or 3 catches traps thus reducing the losses for sinking.
Of course, also color coding the "actual" traps deployed in the Sea similarly as to the *bobs* texting would greatly further help so that one could go straight for the fullest Traps first...
3) Another problem I noticed that I have, is having the traps be covered by crabs and lobsters in my backpack. Sometimes, in the hectic clicking of the fishing (emptying full traps and redeploying them into the sea) I end up having the traps which I need to re-deploy totally covered by crabs and lobsters and I must spend important and valuable time to shuffle crabs and lobsters around my backpack to uncover the traps so to be able to double click them to re-deploy the onto the sea.
How about making traps stay always up ? This way, it would save important time that one could use to pull up traps rather than having to spend it on uncovering traps in one's own backpack.
4) Another important waste of time which gets traps deployed be neglected and so sunk, is when one has to unload all crabs and lobsters when one's own backpack is full (overweight...). There is some 20 different icons to move out of a backpack when overweight and this takes time especially since these icons are small and often it takes a few tries to correctly pick some of them to drag them out of the backpack.
How about giving us some macro that works for all of them (1 for all types of crabs and 1 for all types of lobsters) to drag them out to a Beetle, a backpack in the ship's hold or on the pier ?
Yes, UOAssist has an organizing agent but it only works for "that" type item and since the types are 20, one would need to create 20 different macroes (limit is 16) and memorize all 20 of them so as to empty out an overweight backpack.
Besides, UOAssist organizing Agent only works for a container that is inside one's own backpack while it would be quite helpfull, since one needs to unload to reduce being overweight, to have it work onto an "external" container or to a blue beetle or pack horse/llama. Shuffling stuff inside one's own backpack does not reduce the weight at all. To reduce weight stuff needs to exit one's own backpack....
I think we need some sort of macro which just moves out all crabs, regardless which crabs they are, and one for all lobsters, regardless which lobsters they are and, that it works not only for a container in one's own backpack, but also for an external one like a blue beetle, a pack horse/llama or a container just laid on the ground of the pier.
And no, I would NOT reduce the number of regular crabs and regular lobsters fished up. As it is, is ok with me.
By the way, has anyone found a way to set up a macro that works for each trap from pull up to empty it to redeploying into the sea ? Classic Client ? Enhanced Client ? UOAssist ?
As of now, I have to double click trap in the sea to pull it up, double click again the trap while in my backpack to empty it out and then double click it again to re-deploy it at sea (or use a last object macro which often fails and I have to press it twice to make it work as once is not enough....).
Being able to have a macro that does it all, pull it up, empty it out and redeploy it at sea would save quite some clicking....
It is my understand, that as of now this activity either is not possible to be scripted or that it requires scripts so complex that very few can script it.
I think it as very important that it stays a "non-scriptable" activity.
This said, personally, rather than doing "sectors' fishing (with traps) as some fishermen do, I prefer "*blobs*" fishing.
The reason being, that I find the main problem for me being traps sinking.
When a trap sinks, it means it is full so, chances are, I am losing quite a few good crabs or lobsters whenever a trap sinks. So, while doing a sector could cover me for the traps in that sector, by going sector fishing I also end up pulling up emtpy traps thus wasting precious time that I could be using to do emergency pull for that *blob* that is the last call to a full trap before it sinks.
This said, going for the *blobs* wherever they show up, I end up doing a whole lot of moving and, also, waste time, often, just for traps with only 1 catch and often this 1 catch being regular crab or regular lobster.
Moreover, the *blob* warning stays up too short a time, IMHO, and often, with many traps spread all over, by the time I go to that area where the *blob* showed up I have lost visual memory of which trap it was and often I pull up an empty trap near by rather than the one with stuff inside.
So, I thought perhaps some fine tuning to traps' fishing could help ?
My suggestions would cover :
1) Allow the *blob* warning to stay up at least twice the time it does now, so that one does not loose visual contact with which trap is to be pulled up;
2) Introduce color coded *blob* warnings depending on how full a trap is. I noticed, that the most I can pull is 3 catches from a trap. Never got one with 4 catches. So, I assume, at 4 they just simply sink.
Introduce some color code for the number of catches. For example, *blob* indicates 1 catch, *blob* indicates 2 catches, and *blob* indicates full Trap at 3 catches.
This way, rather than spending time to go for 1 catch Traps one could target 2 or 3 catches traps thus reducing the losses for sinking.
Of course, also color coding the "actual" traps deployed in the Sea similarly as to the *bobs* texting would greatly further help so that one could go straight for the fullest Traps first...
3) Another problem I noticed that I have, is having the traps be covered by crabs and lobsters in my backpack. Sometimes, in the hectic clicking of the fishing (emptying full traps and redeploying them into the sea) I end up having the traps which I need to re-deploy totally covered by crabs and lobsters and I must spend important and valuable time to shuffle crabs and lobsters around my backpack to uncover the traps so to be able to double click them to re-deploy the onto the sea.
How about making traps stay always up ? This way, it would save important time that one could use to pull up traps rather than having to spend it on uncovering traps in one's own backpack.
4) Another important waste of time which gets traps deployed be neglected and so sunk, is when one has to unload all crabs and lobsters when one's own backpack is full (overweight...). There is some 20 different icons to move out of a backpack when overweight and this takes time especially since these icons are small and often it takes a few tries to correctly pick some of them to drag them out of the backpack.
How about giving us some macro that works for all of them (1 for all types of crabs and 1 for all types of lobsters) to drag them out to a Beetle, a backpack in the ship's hold or on the pier ?
Yes, UOAssist has an organizing agent but it only works for "that" type item and since the types are 20, one would need to create 20 different macroes (limit is 16) and memorize all 20 of them so as to empty out an overweight backpack.
Besides, UOAssist organizing Agent only works for a container that is inside one's own backpack while it would be quite helpfull, since one needs to unload to reduce being overweight, to have it work onto an "external" container or to a blue beetle or pack horse/llama. Shuffling stuff inside one's own backpack does not reduce the weight at all. To reduce weight stuff needs to exit one's own backpack....
I think we need some sort of macro which just moves out all crabs, regardless which crabs they are, and one for all lobsters, regardless which lobsters they are and, that it works not only for a container in one's own backpack, but also for an external one like a blue beetle, a pack horse/llama or a container just laid on the ground of the pier.
And no, I would NOT reduce the number of regular crabs and regular lobsters fished up. As it is, is ok with me.
By the way, has anyone found a way to set up a macro that works for each trap from pull up to empty it to redeploying into the sea ? Classic Client ? Enhanced Client ? UOAssist ?
As of now, I have to double click trap in the sea to pull it up, double click again the trap while in my backpack to empty it out and then double click it again to re-deploy it at sea (or use a last object macro which often fails and I have to press it twice to make it work as once is not enough....).
Being able to have a macro that does it all, pull it up, empty it out and redeploy it at sea would save quite some clicking....