Originally posted by
Fluffy-Apocalypse
A host of quests involve our character rowing, sailing, and otherwise boating such as DS1, 2, Friends With My Arm, and Bone Voyage. Will these quests have sailing level requirements going forward? If so, will these retroactively reward sailing exp? Will new quests that feature us manning a boat require sailing levels?
What about existing and future boat-based shortcuts and transports e.g. Molch island and the Morytania boaty?
Following from that, is sailing going to exclusively cover sailboats, or will it thematically cover other boating activities like rowboats, canoes/kayaks, and Dwarf/Dorgenshun-tech propellers?
Are there any plans to update ship-based activities (primarily fishing trawler) to be a sailing skilling opportunity?
Can we have any teasers on what fighting griffins will be like or their rewards?
Are there currently any plans to host any sort of world-firsts event or prizes?
Wishing you all the best of luck for a smooth development and launch!
Hey,
First up, we're not looking to change any existing sailing requirements but we are open to these quests awarding some sailing XP upon completion (and available as a claimable lamp for those who completed them before Sailing's launch). We'd still want to set reasonable minimum levels to these so players don't just spend the first 10 minutes claiming lamps and going from, for example, level 1 to level 30 without engaging with Sailing initially.
For new quests in the future, I'd assume that we will lean into using the players boat where we can, but I'd imagine that will be quite subject to the developers design intent for that quest and also player feedback/validation. For example, if you're being rowed by an NPC along a river to a back entrance where you sneak into a castle it might not necessarily matter that you have access to a boat to sail the seas but if it's a quest like Bone Voyage, perhaps it makes sense to sail yourself, or perhaps the narrative of the quest is simply that you are tasked with helping an NPC sail to a specific place and perhaps it's important, narratively, that they do that work instead of you!
We wouldn't look to touch existing shortcuts and notably, we're trying to make sure that Sailing knowledge/expertise is kept to the seas of Gielinor and not to the rivers, there's a lot of cool quirky interactions we'd like to leave intact and most of those shortcuts wouldn't actually remain shortcuts if you had to do that work yourself.
We're not looking to change fishing trawler currently, but we're aware of player sentiment regarding it, it's both nostalgic, quirky but also somewhat clunky. That said, the content itself is less about the player sailing the ship and more about being a lacky repairing the ship while Murphy does all the work and while we could update his ship to be a world entity and sail across the actual sea, it might make more sense to be kept away from interference from other players and their own boats. Anyway, that's just our take, very interested to hear what players would like us to do for Trawler specifically although naturally those opinions might be more informed after players get their hands on Sailing in our tech alphas/betas!
Rewards from fighting griffins will be coming in a future blog. Keep your eyes peeled, there are plentiful rewards!
World first events/prizes would definitely be cool, but we'd be cautious of introducing external incentives beyond just natural exploration especially if they would influence player behavior/activities in-game but simple ones like celebrating the first player to specific skill milestones or first player to uncover a specific item could be quite cool.
Thanks for the kind words, we're also hoping for a smooth development/launch too!