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DevBlog: Sailing - An Overview

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RNGreed

RNGreed

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Of course I'm not speaking literally by using the word force. If you train firemaking, you do it because you want to light fires or unlock some firemaking relating content like shades of morton. If you don't like firemaking then you won't feel very compelled do participate in it and you only miss out on firemaking content. If you don't want to train sailing you don't have access to the full content from any skill in runescape. If I have 99 hunter, forcing me to grind again to unlock more imps is arbitrary and just a time sink.

09-Sep-2015 00:00:24 - Last edited on 09-Sep-2015 00:01:59 by RNGreed

L0v3 Doctor
Dec Member 2023

L0v3 Doctor

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Here is my thoughts on sailing it was original much longer but my browser crashed requiring me to start over. In the most recent Podcast the Jmod’s mentioned that they would like to release sailing in January. 3-4 Months from now which is a big red flag to me. Right now it does not seem like they have a really developed idea or concept behind all the content behind it. Rushed content is not good content.

Here is my idea on how if sailing pass the polls they can make it better. It will start with a quest involving a past volcanic caverns now filled with water. Ned (Draynor) who has become enthusiastic about sailing once again since helping you with the dragon slayer quest. Will tell you that he has heard whispers on the docks of Port Sarim of underwater caverns holding great mysteries’ and adventure for those bold enough to seek them. Ned will embark you to help rebuild a ship in Port Sarim which he will pilot for you in exchange to being brought to what he thinks would be the best diving spot. After bring some of the supplies to build the hull Ned will see your diving apparatus and state that it is not fit for the open seas. He recommend you visit Morgan who will help upgrade your diving gear. After acquiring the materials and have the correct crafting/smithing lvls Morgan will give you the schematic’s to upgrade your diving apparatus to sea worthy state. Upon returning to Port Sarim you will see that Ned has finished with most the boat and tells you that he required a strong sail and suggest you speak with Chieftain Brundt. Chief Brundt will require that you make him five strips of cloth and he will teach you how to make a strong sail. After acquiring the sail you will return to Port Sarim and Ned will attach the rigging. After a short conversation Ned will ask if you’re ready to head out. Once you are ready you will sail to the southern side of Karamja volcano. (Where a clip will be played showing Ned not crashing the boat this time &#61514 ;) cont...

09-Sep-2015 00:28:24

L0v3 Doctor
Dec Member 2023

L0v3 Doctor

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Once there you will dive into the caverns finding plenty of fish and new dangerous monster. Steam giants! Once powerful volcanic giants empowered with the spirit of the Karamja volcano who have greatly weakened when the water broke through the caverns. This weakness has allowed it so the ever day adventure can now slay these might beast. Upon returning to the surface you complete the quest.
Where can this go?
It could be greatly expanded from here into spear fishing. Which would have no new fish released but give you an alternative to just sitting on ashore all day. To have different spear gun lvls requiring ranging lvls and be more of like an attack setup. Gaining mostly fishing xp and a little ranging on the side. Fish would have hp that would have to reach 0 to capture. You can surface periodically to ship to unload the fish in your storage. More could be developed on this.
Resources could be harvested like seaweed and other ingredients and use a similar method to store them.
Upgraded version of rock crabs or new monster could exist here.
My idea is for this stuff not to replace sailing but give a player an ability to start learning the skills and giving time for the developer to fully release the content. Personal I would prefer that most of the materials found or reward from monster kills go back into upgrades to spear guns different lvl of diving apparatus and a new hunting animal the jellyfish which will be required to use in a lantern like device to explore the most dangerous and darkest of places in the cavern. I imagine at least three caverns being released before sailing to give content and variety to the game. And many new quest and activates.

09-Sep-2015 00:29:08

L0v3 Doctor
Dec Member 2023

L0v3 Doctor

Posts: 123 Iron Posts by user Forum Profile RuneMetrics Profile
Opps so long i forgot to add this part

Eventually I would like to see an underwater species be discovered an underwater city which could be integrated with sailing. IE the people of that city need you to bring them resources using your ship and sailing skill. You will be able to transport goods and do convoys for them resulting in rewards and riches.
How would sailing fit into this?
After completing the initial quest Ned will charge 10k coins to travel to these locations. Once sailing is released you will be able to talk to Ned again and have the option to build your own ship. Which will be a somewhat similar process as before? This will allow you to now travel to all three locations with no fee.
Upon release of sailing new caverns will be released but most player will be familiar and comfortable with the grasp of how they work by that point.
If you got excited reading this and would love to live this fantasy of splashing down in the water to hunt for fish, kill new creatures or just having the ability to explore then show your support, and ask that Sailing be released in a reasonable timeline not 3-4 months.

09-Sep-2015 00:31:09

RNGreed

RNGreed

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Lov3 doctor I would save your ideas and submit them for the player designed content if sailing passes, you have some great ideas that fit oldschool runescape well. Just starting up a boat and sailing doesn't make any sense, you should have to learn how to sail from a quest like you do with herblore. So that's a cool suggestion.

I also agree with you that sailing with the 3 month timeline even with additional developers is absurd considering its size and complexity. They really need to spend time getting it right, if the base of sailing is bad then everything on top of it will be wobbly and unbalanced too. They can't just go back and entirely revamp the basics of the skill after its already made if its of poor quality.

09-Sep-2015 00:33:09 - Last edited on 09-Sep-2015 00:38:48 by RNGreed

N0t Maxed
Jul Member 2023

N0t Maxed

Posts: 576 Steel Posts by user Forum Profile RuneMetrics Profile
RNGreed said :


I also agree with you that sailing with the 3 month timeline even with additional developers is absurd considering its size and complexity. They really need to spend time getting it right, if the base of sailing is bad then everything on top of it will be wobbly and unbalanced too. They can't just go back and entirely revamp the basics of the skill after its already made if its of poor quality.


While I wouldn't call it absurd, I get where you come from. I'd hope assurance from Jagex that they won't completely botch this update (similar to diaries on release) would be willing to sway some people to the yes side.

Edit: John C just responded to my tweet @notachemist1 (check his twitter, @JagexJohnC) that they would be well prepared for this update should it pass, unlike achievement diaries.

09-Sep-2015 00:47:05 - Last edited on 09-Sep-2015 00:54:19 by N0t Maxed

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