I think Jagex should realize the errors in its ways by excluding sailing from the PDC the first time and poll it. It should also be done with the disclaimer that this does not discount the possibility of another skill in the future, that way the summoning crowd doesn't get their ******* in a bunch (I still openly hope summoning never happens).
I just had an AWESOME idea, which puts the eastern and northern shores of the Wilderness into use:
- There are two teams, each with their respective ships.
- The averages of the players' ranged, melee, defense, and agility affect the effectiveness of the ship.
- Whichever ship wins the battle will kill all of the players on the other ship, and they lose their items/equipment.
- The items/equipment of the losing team goes in the winner's "plunder chest". The winner must sail safely out of the wilderness. Individual players cannot teleport out while on a ship, to make things not too easy.
- If a player had a diving apparatus and a fishbowl helmet in their inventory/equipped, they just might survive.
Vault
111
09-Feb-2015 20:24:58
- Last edited on
09-Feb-2015 20:27:44
by
The Matrix
Yeah, that's pretty much how I saw sea based PvP panning out. Though, since this is a suggestion for a sailing skill, of course the effectiveness of ships relied on sailing based attributes like sailing level, type of boat, level of boat etc.
Your idea would work to not require sailing to have sea based PvP, although I think having a sailing stat makes it altogether a lot more logical. It's not as if there's any part of the combat skills that suggests it would give an advantage regarding boats and sailing.
The idea that you might survive if you have the RFD kit is cool, though.
Sailing
how would sailing avoid monotony? to get to 99 you'd have to "explore" areas you've seen before literally 60 thousand times. also runescape mechanics don't lend well to vehicle control. controlling a ship sounds aggravating.
other skills may be repetitive but woodcutting for example doesn't promise NOT to be. a wc master is one who has collected a massive amount of logs. but sailing is about adventure but there seems to be no way to deliver new adventures all the way to 99 and beyond.
1- You don't just get xp from exploring. In fact, that's one of the lesser ways. Mostly, exp is from adding items to your cargo hold, bossing and stopping piracy. There's a whole host of ways to go about all those, hence it avoids monotony.
2- This thread outlines a method that is far more plausible for controlling a ship, via the navigation map method.
3- There is a way to deliver new adventures all the way to 99 and beyond; again via the navigation map method.
It comes across as though you didn't really read the thread, since all your concerns are ones which I address quite specifically. I recommend reading the "gameplay" and "gaining experience" sections. They give a lot more info than I can put in this post.
Sailing
Interglactic
said
:
how would sailing avoid monotony? to get to 99 you'd have to "explore" areas you've seen before literally 60 thousand times. also runescape mechanics don't lend well to vehicle control. controlling a ship sounds aggravating.
The way San has set this up, it sounds like one of the least monotonous skills to train. (I say this as I run from Lumbridge bank to Lumbridge spinning wheel making bow strings to train crafting.)
Interglactic
said
:
other skills may be repetitive but woodcutting for example doesn't promise NOT to be. a wc master is one who has collected a massive amount of logs. but sailing is about adventure but there seems to be no way to deliver new adventures all the way to 99 and beyond.
Sailing isn't just about "adventure" but about using skills on a boat and with the boat, as well as reaching new areas. I feel like this skill would not only be anything but monotonous, but would have a vast potential to add diversity to skills that really are monotonous.