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Posted (edited)
As a marine biologist and a great lover of Vintage Story's mechanics and lore, I have closely followed the game's growth and the care the team puts into building its world.
Regarding the enrichment of gameplay in marine zones, I have seen great interest and very positive steps with the addition of boats, coral reefs, and the fishing system. These are mechanics that demonstrate the team wants to bring life to the oceans.
However, I believe there is still room for improvement. Currently, aquatic environments do not represent a central or striking aspect of the game, and they often feel more like barriers than living ecosystems. I perfectly understand that making aquatic spaces entertaining is a difficult challenge (something reflected in many other games), and I know these areas are still in active development.
That is why I would like to share a series of suggestions that, in my opinion, could significantly enrich gameplay around aquatic spaces. My goal is for these ideas not only to add content, but also to change the perspective of how players interact with water, where they decide to establish their bases, and how they explore the world.
With this in mind, I would like to present my proposals:
 

I. Collection and Exploration of the Aquatic Environment

  • Seaweed collection: Differentiation by type with specific uses (food, medicinal, fertilizer, and sulfur source).
  • Diving and underwater activities: Manual collection of shellfish and crustaceans, use of trap cages, and harpoon fishing.
  • Sunken ships: Underwater ruins with visible surface indicators (e.g., floating boards or debris) to guide the player without blind exploration.
 

II. Sustainable Production and Management (Aquaculture and Fish Farming)

  • Invertebrate and flora aquaculture: Cultivation of seaweed and mollusks using real historical techniques (13th-century Bouchot systems and longlines). Serves as a food source and lime production.
  • Fish farming and live fish management:
    • Temporary storage: Captured fish remain alive for a limited time depending on the container (new insulated backpack, water box).
    • Installations:
      • On land: Ponds of X by X blocks (mechanic that mixes a creation similar to cellars and tilled soil).
      • Offshore: Conical or cubic net cages made with ropes (shares mechanic with land installations, but would change the construction material, and would regulate water quality on their own).
    • Water quality: O₂ and pH are generated base by noise map, while temperature is set lower than ambient. It is modifiable, but requires large quantities of resources for slight changes (e.g., ground lime for pH, surrounding with seaweed for O₂), reflecting the real buffering capacity of water.
    • Breeding and stress: Fish reproduce if parameters are optimal. Overcrowding causes stress, damage, and death, forcing space management.

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III. Dynamic Interactions, Fauna, and Events

  • Whale hunting: Harpoon mechanic that requires tracking by boat and managing rope tension until the animal is fatigued. Rewards: meat, skin, fats, oils, and ambergris (with real historical medicinal use to mitigate poisonings or reduce storm effects).
  • Opportunistic fauna: Seals and seabirds can attack or lurk around shellfish or fish farming zones, requiring protection.
  • Itinerant marine merchant: Random event of an NPC on a raft/boat that sells resources from other climate zones or marine products, and disappears after a limited time.
 

IV. Navigation and Naval Survival Mechanics

  • Boat durability and wear: Boats take damage when colliding. Incentivizes careful navigation and searching for sandy areas or solid ground to beach (disembark) safely.

 

These proposals seek to transform oceans and rivers into living, productive, and challenging spaces, without breaking the coherence of the lore or the technological limit of the game. I thank you in advance for the time spent reading them and remain attentive to any comments or suggestions from the team and the community.

Edited by Alphanis
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