Toyz987
said
:
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.
Yep - that sort of thing is what I think the resource islands are best for; a bit like the private red chin hunting ground you get from that achievement diary. Content that players have an interest in using but don't for some reason or other, whether that be bots, danger, awkwardness or whatever.
Toyz987
said
:
As for combat-related rewards, sea-based mid-high level Mage armour would be nice as Magic is lacking in gear diversity.
Leviathan robes?
New gear is easily possible, but the community can be a bit uneasy with it so I've been playing it a bit safe and mostly referring to resource islands as just having some sort of spin on content we already have. If new gear was wanted by the community, sailing id definitely a very easy way to introduce it.
Sailing
Sailing should just be a minigame instead of a skill.
Think about it, you don't need skill to hire a better ship. The only skill you could have is navigation but that's too dull to be made into a whole new skill.
TLDR: scrap the skill, make a cool mini game
Maybe even allow player pirates to attack other player ships
TLDR: scrap the skill, make a cool mini game
Maybe even allow player pirates to attack other player ships
The difference between Sailing and Minigames is that Minigames are isolated pieces of content while sailing utilize features that are spread throughout the surface world. It's the reason why Dungeoneering never pulled off in Rs2.
Sailing as a mini-game wouldn't make sense.
Minigame is where you perform a series of objectives, often in a confined space.
Sailing involves traveling from one region to another. How would that concept work if you're only allowed to operate within a confined area?
19-Oct-2015 05:29:27
- Last edited on
19-Oct-2015 05:47:31
by
Toyz987
TLDR: scrap the skill, make a cool mini game
Maybe even allow player pirates to attack other player ships
The difference between Sailing and Minigames is that Minigames are isolated pieces of content while sailing utilize features that are spread throughout the surface world. It's the reason why Dungeoneering never pulled off in Rs2.
Sailing as a mini-game wouldn't make sense.
Minigame is where you perform a series of objectives, often in a confined space.
Sailing involves traveling from one region to another. How would that concept work if you're only allowed to operate within a confined area?
You still don't get it.. The Randomly Generated Seas will be cheap mockups of dungeoneering floors with a twist. If we could actually explore the coast and an ocean map , that would be a different story.. I would not call that a mini-game...
19-Oct-2015 05:58:52
- Last edited on
19-Oct-2015 06:01:50
by
Fosbinder
Blood Mark
said
:
Sailing should just be a minigame instead of a skill.
Think about it, you don't need skill to hire a better ship. The only skill you could have is navigation but that's too dull to be made into a whole new skill.
TLDR: scrap the skill, make a cool mini game
Maybe even allow player pirates to attack other player ships
You need skill to operate a better ship though - and to navigate more dangerous seas. That's where the necessity of sailing as a skill comes in.
Fosbinder
said
:
You still don't get it.. The Randomly Generated Seas will be cheap mockups of dungeoneering floors with a twist. If we could actually explore the coast and an ocean map , that would be a different story.. I would not call that a mini-game...
If you have a spare few minutes/ if you haven't already, could you have a read of
basics of sailing
section, and whether or not you feel that is sufficiently un-minigame-like for you to consider it a skill?
Sailing
19-Oct-2015 14:03:45
- Last edited on
19-Oct-2015 14:03:59
by
San
San bud.. This is not the dev blog and you are not lead dev . Jagex went with the lazy approach and used the Dungeoneering model for the seas. After going with the POP Ship construction approach . It is purely a mini-game as it stands ..
Personally , I would shut this thread down and boycott their version if I were you. What you came up with and what they are going to sell with your name attached to it are two very different things..
GroxTheGreat
said
:
I have to agree with fosbinder that sailing's basic principals seem eerily similar to dungeoneering.
It is sad that they aren't willing to put in the work to make this skill something players of other games would want to check out.. Not many games have coastlines and oceans to explore.. If they were to pull this off properly , it would actually have the potential to re-popularize OSRS .
For the record , I am a fisherman in game . Out of all the players in the game , I bet I have spent close to the most amount of time thinking about taking to the seas to find the next big catch. Sailing done right , would bring me that and I would be the biggest supporter of it in the world. Thing is though.. this is not done right .
As you know , oceanic travel is done very precisely . Captains don't have time to wander about the sea looking for that spot they were at yesterday. Conditions are random , but the route they take is the same every single time if the Captain can help it. ( Imagine if Skilling locations around the game world were randomly generated and you had to complete mini-games and challenges to reach them through a randomly generated environment created when you stepped outside the bank.. )
With randomly generated seas , that is gone. Same with the sense of exploration . That whirlpool you find that leads to a really cool skilling/slayer location will likely never generate again where you first found it. Removing any sense of immersion you were hoping to find with this activity/skill.
All in all , Jagex either did a really bad job at explaining the specifics , or this was the absolute worst idea they have ever shown us ..
19-Oct-2015 17:50:23
- Last edited on
19-Oct-2015 18:02:07
by
Fosbinder
Tbh I think a better way to go about this would be another dimension instead of ***linor (sorry I butchered that spelling) called Oceania or something similar. Then you are free to go wild, adding new things that don't exactly need to exist in rs proper (like say, giant sea serpent battles, which wouldn't make much sense in rs proper because of how many ships go about without events)
Another advantage is, instead of completely random generation, what you can do is have 5 'slots' from the portal to Oceania. 4 can be 'attuned' to specific maps you've generated in the past while the last is constantly in flux (random), granting the benefits of both systems (like that whirlpool to mining/slayer spot? attune a slot to that map! Now you can go back!)
The negative of this is, 4 is probably too high to pull off with so many accounts in play given how big the oceans would be. Maybe 2 instead?
...Another negative I just realized is putting it in it's own dimension makes it a lot more like dungeoneering too, as it has no real impact on runescape at large..
All of this is moot if the resource dungeons were one-time-use-only anyway, though. (ie you could only mine once, and it never regenerated, etc.)
19-Oct-2015 18:10:16
- Last edited on
19-Oct-2015 18:14:48
by
GroxTheGreat
I would start with letting players explore the known sea zones and adding new ones as they are needed . Let us navigate an environment that actually exists and experience a true hunt for new lands as players..
They could simply be Coastal / Ocean themed map zones where your character is primarily in Ship form doing everyday runescapey things out at sea . Whirlpools would replace ordinary dungeon openings , Sea Monsters would replace mobs and skilling locations of all sorts could be placed as they normally are , with some on islands when necessary .
TLDR
1. Fix issues with transmog
2. Let us Board (turn into) the Ship we
Construct
( Top level Construction is Management like any other profession. ) at the shipyard .
3. Let us move around the coast and seas of the current map.
4. Add whirlpool dungeons , fishing locations , sea monster mobs and islands for certain skills to the current map.
5. Add new map zones that are fogged out , requiring players to explore the area themselves .
6. Add Whatever else is left depending on importance and community support. Things like Chartering come to mind..
19-Oct-2015 18:31:41
- Last edited on
19-Oct-2015 19:10:37
by
Fosbinder