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Dev Blog: Training Sailing

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Paladine

Paladine

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Some feedback:

1) Ship Building:

* "types of planks, bars, nails and cloth" - I assume we will need a LOT of planks for building (compared to e.g. bronze bars for making a cannon). Oak planks are 400gp on GE and cost 250gp to make. For most people, it is more time-efficient to earn money and buy the planks on the GE. Like picking flax, making planks via Sawmill is something bots normally do. It is too bad Sailing will impact the price of planks. Maybe ships can require a similar item like "resin-coated" planks which can be gained through two methods:

- Buy resin in Shipyard and use it on planks
- Give logs to your Shipyard people who return resin-coated planks the next day? This way it won't affect Construction too much.

* I like the "Southern Tip of Desert" shipyard. Can this tie into a Menaphos quest? How epic would that be - Sailing and Menaphos. Some other locations (e.g. Mos le'Harmless) require quests anyway.

* "Crystal" ship hull? So you need to release crystal logs? I hope this isn't a "buyable" crystal item like the "Magic stone" in Construction.

* I like the inclusion of different bars and gem levels for customisation!!

2) Navigation:

* This seems a bit like the Hot-Air balloon travel system? The first time you do a journey you get a lump of XP. I don't see this as a long-term training method though - it seems dumb for the player to travel 100 times between Karamja and desert shipyard. So this is just a small bonus for players to use the Sailing system instead of e.g. teleports?

3) Exploration:

* Awesome. A more sensible way to implement what "Dungeoneering" tried.

15-Aug-2015 01:29:24

Peniel
Jan Member 2023

Peniel

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Paladine said :
2)
Navigation:

* This seems a bit like the Hot-Air balloon travel system? The first time you do a journey you get a lump of XP. I don't see this as a long-term training method though - it seems dumb for the player to travel 100 times between Karamja and desert shipyard. So this is just a small bonus for players to use the Sailing system instead of e.g. teleports?


I don't think they are referring going port to port as a method of getting EXP, but more of unlocking new voyage routes to new islands, caverns and what not. Don't think this is a method of replacing charter ships. They aren't that dumb.

15-Aug-2015 01:34:40 - Last edited on 15-Aug-2015 01:36:18 by Peniel

Paladine

Paladine

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Rancor said :
Your sailing level will determine how much you can explore so being a master sailor will allow you to head to the furthest depths of these unexplored caverns.

This really doesn't make sense to me; why does a player's ability to sail a ship determine how far into a cavern he/she can walk?


This is a good point. I assume you Sail to the cavern entrance then explore solo. Maybe with a higher Sailing skill, you can navigate the seas better and reach previously-inaccessible caverns which are more likely to be deeper than the others?

There could also be a lore argument in that caverns which are accessible by everyone (e.g. Level 1 Sailing) are more likely to have regions blocked off due to visitors accidentally damaging the cavern causing rocks/rubble to fall? Maybe these can be mined with a high Mining level. However, caverns that require Level 99 Sailing would be mostly undisturbed in the game world so you can access 100% of the cavern immediately.

It's like visiting Mount Everest today - so many people throw trash on the floor and put graffiti on the rocks. If you go to a less popular mountain, it won't have been disturbed by people.

15-Aug-2015 01:46:30

Paladine

Paladine

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Peniel said :
I don't think they are referring going port to port as a method of getting EXP, but more of unlocking new voyage routes to new islands, caverns and what not. Don't think this is a method of replacing charter ships. They aren't that dumb.


At the start they said:

> As mentioned in the initial sailing developer blog, there will be 3 ways to train your sailing level: Ship building, navigation and exploration.

so it sounds like the Hot-air balloon system where you gain a lump sum of XP on your first journey.

I didn't think about Charter, hmm good point*

***; Point-to-point travel will be one of the key uses of sailing. As you level up your sailing you will find yourself able to travel to more and more locations including existing ports, islands, shipyards and a number of brand new islands to explore.

This suggests to me it is a viable transport method. Some areas like Port Tyras and Catherby already have charter so I don't see why the player can't travel between the two using their own ship? But yes this would devalue Charter though.

The current list of Shipyards are:
- Port Sarim
- Catherby
- Port Khazard
- Feldip Hills
- Rellekka
- Port Tyras
- Desert
- Wilderness
- Mos le'Harmless
- Burgh de Rott

Charter is in:
- Brimhaven
- Catherby (in above list too)
- Karamja
- Mos le'Harmless (in above list too)
- Port Khazard (in above list too)
- Port Phasmatys
- Port Sarim (in above list too)
- Ship Yard (Karamja)
- Port Tyras (in above list too)

There is *some* overlap but not too much (5/9 places). I wonder if there will be a lore reason for why you can't build a shipyard in the 4 other places. Maybe we can travel there as our crew can just drop us off and go back.

Tbh Charter isn't a big deal - it is fairly cheap and has no requirements to use. I think if Sailing makes it redundant, that's fine. Small price to pay. Still useful to noobs or people with low Sailing.

15-Aug-2015 01:58:27

Aurorae Auri

Aurorae Auri

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This seems like it could become something quite good for Oldschool if it's implemented properly. I have a few concerns that have been stated in other people posts, as well as a few suggestions to perhaps stir up some thought. First of all I feel that making the ship building aspect the main training method for fast experience is a big mistake, I would propose a max limit of ships you can build per day to cap that experience and perhaps rather than using oak, teak and mahogany planks we could find a use for the other logs in the game to become "sailing specific" planks. I would propose paying a set amount per log to a building foreman to create "resin coated planks" thus creating a money and item sink.

Second, I believe that navigation should be a role on the ship which is used as a way to gain experience. I also feel there are other roles that could possibly become unlockable positions in particular for group sailing. A few I can think of off the top of my head are shipwright, lookout, cannoneer, cabin boy, and captain. Some of these roles would offer higher sailing exp rates while some would offer other skill experience such as range for a cannoneer. This would allow many types of players to occupy the same boat, and could provide a link between skilling and pvm oriented players.

Third, I believe exploration events should offer additional experience to your trip with your crew. Things such as pirate raids, island adventures, and battles with sea creatures that would offer both slayer experience and sailing. The main part of sailing should be about the adventure and the voyage with your friends (whether they be other players or npc's that operate like players in their roles). I think if you work towards building a great boat for your crew, you all level up in your favourite roles on the boat and unlock some exciting rewards we could have a real winner on our hands. I have some more to add, which I will in another post. Thank you.

15-Aug-2015 01:58:28

Aurorae Auri

Aurorae Auri

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Fourth, I believe that we should have sailing part one and another part of the skill opened up along with the new continent. High level ports should be accessible in these new lands, and this is where the highest level customization and experience rates should come from. On the topic of experience rates I feel like this should be a slow-moderate level skill similar to but slightly slower then say fishing.

On the topic of crew positions, I believe navigation should offer an increase to sailing experience per hour. A Cabin Boy, Lookout and Captain should also find these benefits. While roles like the cannoneer and perhaps a melee based fighter should find moderate but slower combat experience then slayer training. A shipwright, and weapon smith could also be potential roles, to fix the ship and the weapons on the boat providing construction, smithing and firemaking experience in their roles respectively. I can see the cabin boy playing a support role, lighting cannons while the cannoneer aims, shifting the sails, etc. The captain would provide instruction to the other roles and steer the ship while the navigator focuses on currents and wind to help guide the cabin boy and other players that choose to assist in guiding the sail.

Perhaps with the new continent we could see ships powered by steam, or paddles rather than wind which would require a high level of construction and sailing to create. In terms of the rewards from island searches and treasure in general I'll leave that up to the community to give their feedback.

In conclusion, I hope this post has sparked some thoughts in the community about how to make this skill both balanced and a fun and different experience. I will be continuing to read over what the community wants to see and how they propose to balance this to make it fair to the rest of the games experience rates. Thanks again for reading.

15-Aug-2015 02:11:44

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