How a catch is rolled
After a successful minigame, the server picks a catch. Each candidate fish gets an effective weight, and one is chosen in proportion to that weight:fail chance can produce no catch at all before this roll even runs. So bait does two jobs: it lowers the fail rate and reshapes which tiers are reachable.
A bait
mult of 0.0 for a tier makes that tier impossible with that bait. In the defaults, Worms and Dough Balls have epic = 0.0, legendary = 0.0 — you cannot pull a legendary on cheap bait.The controls
The bait ladder
The six default baits form a deliberate progression — each one costs more, fails less, and shifts weight up the rarity curve:
Good bait design keeps this shape: cheap bait is low-risk but capped, premium bait is expensive enough that the payout jump feels earned rather than mandatory.
Sell prices
Sell prices live on each fish inConfig.fish and climb steeply by tier — common fish are 120–250, rare 950–1600, epic 3200–4500, and legendary 9000–25000 (the Golden Koi). Tune these after you have watched real catch frequency, not before, because the tier weights and bait mult decide how often each price actually pays out.
A balancing pass
1
Set target earnings
Pick what a normal player should earn in 10, 30, and 60 minutes.
2
Test starter bait
Worms and Dough Balls should be affordable and low-risk, but clearly capped.
3
Test premium bait
Shrimp, Squid, and the Glowing Lure should feel worth buying without printing money.
4
Check zone value
Deep Sea and Alamo Sea should reward the travel, boat cost, and risk via their rare/epic/legendary multipliers.
5
Adjust sell prices last
Tune
Config.fish prices once you know how often each tier actually lands.Worked adjustments
If players earn too much, raise the cost of the best bait and rein in legendaries:Avoiding runaway profit
- Keep legendary base weight low (
Config.tiers.legendary). - Make premium bait expensive enough that the fail-rate and tier gains are a real trade.
- Do not boost every tier in every zone.
- Balance boat rental cost against deep-sea rewards.
- Test with real players for 20–30 minutes, not just an admin who knows the minigames.
Testing checklist
- A new player can afford the rod and starter bait.
- Cheap bait is useful but clearly capped.
- Premium bait feels exciting, not mandatory.
- Each zone has a reason to exist.
- Selling pays the intended
Config.sell.account. - Failed catches and junk do not feel unfair.
