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DevBlog: Sailing - An Overview

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Capn Evan
Jul Member 2023

Capn Evan

Posts: 1,656 Mithril Posts by user Forum Profile RuneMetrics Profile
I hope you can enter your ship at the dock for example, like with a ladder, and end up in an instanced ship where you can use construction, smithing and crafting to build hotspot stuff, like chairs, table-with-captain's log, cannons and telescopes etc. And that you could go onto other people's ships and even stay on them as they are sailed to another place. That'd be really fun.

08-Sep-2015 21:13:50

RNGreed

RNGreed

Posts: 332 Silver Posts by user Forum Profile RuneMetrics Profile
It's not oldschool. "zentyte" is a generic fantasy schlock that doesn't fit the Old English naming conventions that runescape had for years before new management butchered it. Sailing is about locking content behind a grindwall, content from every aspect of the game. You're not going to have the best skilling, money making, resources etc unless you participate in this "skill". If you don't want to do slayer, then fine its just 2 dozen npcs you can't kill. Don't do sailing and you can't get access to skilling content that we should have by default already, holding you ransom instead of being about the concept of sailing itself. You can push sailing all you want because its a good business decision but its not the best thing for Oldschool and especially its not a realistic goal for the OSRS team. There's a reason why sailing was turned down as a skill for years by a much bigger, focused and experienced development team back during the golden days of runescape, they didn't think it fit Runescape and it wasn't a realistic idea to implement with Runescape's engine. Your team has butchered comparatively minuscule content in the past, you have no trust built up with the community for an idea like this. That's why sailing will fail the poll, you fail to learn from your previous mistake of artisan where the idea of the skill itself was weak and based on content from other areas of the game.

08-Sep-2015 21:29:11 - Last edited on 08-Sep-2015 21:34:32 by RNGreed

Etrengereid

Etrengereid

Posts: 604 Steel Posts by user Forum Profile RuneMetrics Profile
On the minimap there is a black area just west of frozen plateau and north of gwd. Make it so at higher sailing level one would be able to sail just north of the trollweiss mountain (barly below wilderness) and enter a another entrance to gwd. this was unknown and hidden Gielnors many adventures. Inside we discover nex and a new quest unlocking zaros prayers and the lore behind nex and why the map has allways had a black square on it there etc etc. i think many in the community want to see nex and its rewards.

08-Sep-2015 21:30:45

Neelarai

Neelarai

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
So I need this answer: is there or is there not a seagull pet. A lot of people want a seagull pet because of a joke I made that got big in the runescape 2007 streaming community (Gunschilli's channel is where is started). I'd personally would love a seagull pet.

08-Sep-2015 21:31:23

N0t Maxed
Jul Member 2023

N0t Maxed

Posts: 576 Steel Posts by user Forum Profile RuneMetrics Profile
RNGreed said :
Sailing is about locking content behind a grindwall, content from every aspect of the game. You're not going to have the best skilling, money making, resources etc unless you participate in this "skill". If you don't want to do slayer, then fine its just 2 dozen npcs you can't kill. Don't do sailing and you can't get access to skilling content that we should have by default already, holding you ransom instead of being about the concept of sailing itself.


[CITATION NEEDED]

Edit: Zulrah is already the best gp/hr of the game, too bad it's "locked" behind the "grindwall" that's Regicide.

08-Sep-2015 21:38:10 - Last edited on 08-Sep-2015 21:39:48 by N0t Maxed

Mod John C

Mod John C

Jagex Moderator Forum Profile Posts by user
Popped back in to the office to answer some of the questions.

Slay Helm said :
Looks really good, I like the idea of the new gem / jewellery - well done


Thanks! I am quite happy with that design. :)

Kilot said :
very excited with those new jewelry I think you should poll an update that would allow you to use a chisel on a fury to get an onyx out since they'll start being sunk :P


Yes!

Tank All Day said :
It feels like moving your boat will be very awkward if its just like walking. I hope the boat will follow a continued path off of a single click instead of coming to a complete stop until you click again.


Surely you'd want to be in control of the boat, though?

Mini Aurelia said :
Interesting, thanks for the summary!

I'm still a little confused in regards to the "buyable" component of Sailing. Is ship building going to be the area where players can spend money to enhance experience gain, or will excess money be useful for all parts of the skill?

Whether or not Sailing will be a "buyable" similar to Construction or Prayer is the most important consideration for me currently.


I want you to have a very expensive, grindable and viable training method but you will always be better off by actually sailing. Spending more on the top tier ships and discarding them will be viable but the experience rates still won't be close to competing with the actual exploring component of the skill.

San said :
I have questions:

1) How will sailing work to augment skilling if the journeys are randomised; how will you be able to get back to the same resource multiple times?

2) You mention that you can access resources without a sailing level if a friend takes you there. How will you encourage training of sailing, when this mechanic in construction has led to fewer people training because they can just leech somebody else?

3) You mention point to point routes. Given the number of ports already, and those to come, there must be hundreds of possible routes and an exponential increase as more are added. How will this concept be expandable?

4) You mentioned in the Twitch Q&A that you didn't wish to lock boats behind construction by requiring a construction level to build them. If, however, the boats were tradeable between players (so a player requires only the sailing level to use the boat), wouldn't this solve the issue? The boats wouldn't be locked behind construction, and it could also lead to a profitable method out of construction.

5) How will the click and point approach to moving the boat work a) in and around land masses (especially very small ones, like around tutorial island) and b) in relation to other players' boats?

I may have more questions to come, but these will do for now.


1) For the randomly generated events, you won't - though you may come across a similar little island more than once. We're also adding a couple of permanent landmasses in the form of Atlandys, Charlotaynia & Fossil Island which you can travel to at any point.

2) I'd expect you'd want to charge a small fee for offering such a service. There are plenty of other reasons to train Sailing!

3) There will be hundreds of routes - we can limit the number based on distance though.

4) That is an option, the specifics are yet to be decided but we'll go with the most favorable option with the community.

5) Ships won't be that big that you can't get close to an island; as for other players we'll have to wait and see but there'd be a huge bottleneck if you couldn't pass through them.

08-Sep-2015 21:38:30 - Last edited on 08-Sep-2015 21:39:03 by Mod John C

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