fishing isn’t that complex of a mechanic anyway, it’s just supposed to be an activity to turn your brain off and pass the time
if people want to fish let them be, just because the game is an adventure game doesn’t mean you can just take away freedom from the player, why present a solution to a problem that doesn’t exist
The biggest issue with this suggestion is that it basically nerfs a grindy thing without giving anything positive in return. If you made it so different fish could be found in different areas and boosted the chances of things, it might not seem that bad. You basically nerfed small bodies of water for no reason.
If you directed this suggestion as a way to make the planned fishmonger profession fun then maybe it would be good. Fishing should be more dynamic and strategic, not just something to appeal to the Roblox trend of giving players a really rare thing to grind for in endgame, despite what the fishing journal grinders have to say (they’re basically NPC’s). This also has the positive side effect of being realistic, which is kind of important in a game btw. For now this suggestion is kind of a half assed nerf that doesn’t affect most players.
This reminds me of the fishing limit in final fantasy xiv. It’s an extremely aggravating mechanic, especially when youre fishing for locally exclusive fish. Given how hard it is to catch rare fish and get master angler achievement, this is just a realism check thats gonna make our lives harder ingame.
I like the first half of the idea in theory, as the fishing spots would benefit from being reclassified into more specific categories (while still being split between warm and cold where applicable), but the idea of a fish limit is simply unhealthy for the game. Moving from pond to pond just because you ran out of fish would make the already tedious task of long-term fishing even more frustrating, and gatekeeping the sunkens behind exclusively the ocean (while it does make sense conceptually) would make fishing in anywhere BUT the ocean feel cheapened somewhat.