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San
Jul Member 2023

San

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Andrew Vin said :
Just read all of the thread for the first time.(Before I may have just skimmed ~_~)

Tbh, there a few things I like better with Jagex's idea, but honestly, they should have just linked the news post to this thread. :3 Very well thought out.

Thanks! Would you mind telling me what things in particular? I remember there were a few things I liked more in Jagex's design too but I never wrote them down and I've not really been thinking about it much since.
Sailing

17-Oct-2015 14:22:45

Andrew Vin
Oct Member 2022

Andrew Vin

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Well, honestly I like their version of ship building better. Yours is not bad by far, but put a gun to my head and make be choose, I'd probably choose theirs.

Honesty, a hybrid between the two would be interesting, in my opinion.

In my opinion, it would best work like this:

You talk to the ship builder, choose your type of ship(Small rowboats, small sailboats, etc), give him the resources, and a certain amount of time later(depending on the type of ship you are construction), your ship is built. Then you have the option to actually go on your ship and personally upgrade/construct various things.

Another thing... I'm torn on. That is the movement mechanisms. Yours seems to be the safer option, and it works just fine. Jagex's is more... ambitious. The ability to control your ship just like your avatar is pretty interesting. However, that can either be amazing or it can be horrible. Thus, yours is safer since it seems more technologically feasible.

All in all, none of your suggestions for Sailing would dissuade me from voting for it, and frankly, as I said, your suggestion is incredibly well-thought out.

17-Oct-2015 16:29:32

San
Jul Member 2023

San

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I would say I agree on the hybrid approach, as each has its own benefits and drawbacks.

The drawback of the shipyard approach is that from the AMA, it isn't a main way to train sailing, nor will it be much of an expansion to construction - or crafting, or smithing. To me, that feels like quite a wasted opportunity. These are skills that really lack incentive to be trained, and if the boats could be traded to other players, it might bring about profit to those skills which have long had reputation as being scarcely more than a dressed up gold sink. That's why I went for the construction approach, initially.

However, it has a large benefit over the construction approach too. If it takes a set amount of time to build the ship, the supply is being limited and this means the price can stay higher and keep the method profitable.

With that considered, I think the best approach with be a sort of construction/smithing/crafting distraction and diversion. It could take maybe between a few hours to a few days to build the boats, and in doing so you would get some amount of exp in the above, and then get something you could sell for profit at the end.

On the topic of movement mechanics - I agree. I didn't get a chance to press them on it much because the mechanic was only revealed fairly late in the process. But essentially, there are many problems I see with it:

I'm not sure on how quickly boats can turn. Like say, a character can turn 180 degrees on the same square, but it would be a bit weird for a 3x10 ship to do that, let alone if ships can be as big as the pirate ship in lunar diplomacy.
Sailing

17-Oct-2015 17:08:33

San
Jul Member 2023

San

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Considering some areas of the map are quite tight (around tutorial island, or coastlines in particular), what happens if a boat is physically too big to fit through a passage?

I'm not clear on how the random seas work. Are they random every time, or are seas that are linked geographically by land the same each time? And if seas are random, how can sailing be used as a means to train other skills if the resource might not be there when you get back? That's a big reason I think the navigation map design is better - once you know a resource is there, it'll always be there. It might take a few attempts before you find it each time, but you'll always have a chance to get to it.
Sailing

17-Oct-2015 17:08:37

San
Jul Member 2023

San

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Reactionary said :
What's stopping them? Why is one repoll more acceptable than two? Once you set a precedent where you can ignore any poll result you don't like and keep asking, why stop after just one repoll?

Can you name something that's been polled more than twice?
Sailing

17-Oct-2015 17:09:46

San
Jul Member 2023

San

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Artisan was only actually polled twice, not three times. I had thought it was polled 3 times too, until I checked the poll history. I'm guessing it had 3 dev blogs which is why I thought that. Sailing

17-Oct-2015 17:25:50 - Last edited on 17-Oct-2015 17:26:12 by San

Toyz987

Toyz987

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I briefly read the resource island concept.

Maybe you can put a new island in the wilderness where there are more green dragons and perhaps some maple trees.

As for combat-related rewards, sea-based mid-high level Mage armour would be nice as Magic is lacking in gear diversity.

Leviathan robes?

18-Oct-2015 05:06:29 - Last edited on 18-Oct-2015 05:16:21 by Toyz987

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