0s | oh my word wo God that is a big ship |
---|---|
3s | look at this lifting technique now it's |
5s | sailing hello Sailors hello Sailors |
7s | hello Sailors we're back with an |
9s | exciting update on the sailing skill we |
11s | know it's been a while since last time |
12s | so we thought we'd show you some of what |
14s | we've been cooking up first up let's |
16s | take a look at the tech side of |
22s | sailing One Challenge we quickly found |
24s | was that given the size of ships the |
26s | usual movement algorithm just doesn't |
28s | feel great we're used to our characters |
29s | moving that way but applied to a ship it |
32s | just doesn't feel quite right we started |
34s | looking at making ships turn in a larger |
35s | Arc how you'd realistically expect them |
38s | to whoa drifting yeah it feels like yeah |
42s | it feels like I'm drifting as you can |
43s | see when the ship moves it more |
45s | gradually turns to face the direction it |
46s | wants to go in rather than just turning |
48s | on the spot another challenge we've had |
50s | to overcome is how our ships deal with |
52s | blocking simply put that means that |
54s | ships shouldn't go on land we didn't |
56s | show it before because frankly it looks |
58s | a little odd but ships could sail across |
60s | land in our initial prototype we have of |
62s | course changed that to make sure the |
63s | ships stick to the sea but there still |
65s | needs further work for the ships to |
66s | understand just how big they are oh my |
68s | goodness that is big they can easily get |
71s | stuck too which isn't ideal and we will |
73s | of course fix for launch immediately |
75s | just want to check this out no one's |
76s | telling me to stop yet so I'm presuming |
78s | this is this is totally allowed oh my |
80s | Lord I'm taking damage right that was a |
81s | mistake Elena help me |
84s | now from the start we wanted to make |
86s | sure that different Siz chips offer |
88s | different advantages some larger ones |
90s | might be more spacious and well equipped |
92s | While others might go |
97s | faster the way of gaining sailing XP is |
100s | by interacting with facilities on your |
102s | ship the most basic facility interaction |
105s | is trimming the sails at predictable |
108s | intervals the sails will start Ling |
110s | meaning they don't catch the wind very |
112s | well anymore this slows down your ship |
115s | if left Ling for too long you can trim |
117s | the sails to pick the speed back up and |
119s | get a nice bit of experi while doing so |
121s | what's happening to your sale oh right I |
123s | can love it like that 35 sailing |
126s | experience oh my God I'm on my way to 99 |
128s | this is of course not the only way to |
131s | train sailing we have developed early |
133s | versions of two gameplay methods with |
135s | more to come later one such type of gaml |
138s | is Port tasks this is all about offering |
141s | up your ship as a service to the locals |
143s | at a port to help them with the |
145s | challenges that they're facing okay we |
147s | got a bunch of jobs going to be a noob |
149s | and go for the level one I accidentally |
151s | received this crate of steel swords |
152s | luckily I've made a good deal with some |
154s | people down at mua point to buy them off |
156s | of me okay Brian I'll take the cargo for |
158s | now the challenges are largely the fact |
161s | that they want things delivered to |
163s | various ports we call these type of |
165s | tasks Courier tasks oh hell yeah go look |
168s | at me go oh my God I'm strong nice okay |
171s | now I need to go to Musa point I don't |
173s | need a world map because I know the old |
175s | school RuneScape world map like the back |
177s | of my hand and uh MOA point is is this |
181s | way is is this this way I'm confident oh |
186s | is that ducks no they're sharks I think |
188s | this is Musa |
191s | Point uh that's mud skipper point no oh |
193s | yes Musa point is of course here clearly |
196s | clearly MOA Point 122 bones my God I'm |
200s | going to be 200 mil prayer XP in no time |
203s | whilst doing the port task you might |
205s | encounter shipwrecks on the way if you |
207s | have a salvaging hook facility built on |
209s | your ship it can be used to salvage |
211s | useful parts from the Shipwreck as soon |
213s | as it's going to run out like a tree |
215s | wood and get replaced with a boat stump |
217s | is that how that |
218s | works nice all right oh and it just |
220s | ticks away like that it's a nice AFK so |
222s | this is better Salvage so I presume I |
224s | should be quite happy about that so I |
225s | guess this is not so much like you need |
227s | to be right at the Salvage Point you're |
228s | just trying to get the stuff that's |
229s | Fallen to the bottom of the ocean |
231s | basically the shipwrecks will probably |
232s | look a bit more like large shipwrecks so |
235s | you only see parts of them sticking up |
237s | more like a m or something exct ship |
240s | salvaging aims to be a social friendly |
242s | more laid-back way of training sailing |
245s | the Salvage will be unidentified when |
247s | you find it but you can sort through it |
249s | at a salvaging station found at ports oh |
252s | brilliant oh wow okay oh that can be |
255s | anything okay sweet I get I get the loop |
257s | there is that just like like a trop |
259s | table for all sorts of Salvage depends |
261s | on the Salvage that uh the Shipwreck |
264s | that you've salvaged 10 gold bars this |
266s | is a roller coaster of a ride you're |
268s | getting really lucky |
270s | am I oh little key here yeah fishing Key |
273s | M SS of fish great what do you think the |
276s | the key could do well I'm presuming that |
278s | the um the island that allured me |
279s | earlier is all about that key but that's |
281s | my presumption and I'm terrified of |
282s | getting stuck there again oh you have a |
284s | different ship now I do have a different |
286s | ship we've not forgotten about the other |
288s | gamepl we discussed in refinement such |
290s | as Barracuda trials charting the sea and |
292s | even ship combat these are still on our |
295s | to-do list |
300s | while out at Sea you never know what |
302s | obstacles you face sometimes it's all |
304s | smooth sailing other times it's Stormy |
307s | Weather and high seas thankfully you can |
309s | build facilities on your ship that can |
310s | help counter some of these obstacles |
312s | sometimes a heated Lantern might be just |
315s | hot enough to let you pass through icy |
316s | bossers other times you might need a |
318s | particularly strong Keel under your ship |
320s | to pass over sharp reefs this larger |
322s | ship Elena I'm presuming can Sail on |
325s | this ice why is that it's just pure |
326s | faith in you could it have anything to |
328s | do with anything on the ship I have this |
331s | Lantern ex Enchanted Lantern a strange |
333s | Lantern giving off a sense of warmth |
334s | enough to protect the ship from lowlevel |
337s | Frozen Waters that all makes so much |
338s | sense it's so much simpler than my |
341s | assumptions about what it would be T |
342s | let's open another key so what I can do |
345s | with this extra key is a big mystery to |
346s | me but I don't think we probably have |
348s | the time to work that out building and |
350s | utilizing these facilities to their |
352s | fullest will require various sailing |
354s | levels meaning that you've got some |
356s | exciting new places to unlock at higher |
359s | levels |
364s | navigating the sea needs to feel good |
366s | this goes further than just how the ship |
368s | moves and we have to ensure sailing the |
370s | Seas works just as well for mobile |
371s | players as it will for desktop players |
373s | we're aware as you probably are from |
375s | watching this that we still have work to |
377s | do on the draw distance and general |
379s | playability of sailing a lot of the work |
381s | that has allowed us to capture this |
382s | footage is in preparation for the |
384s | upcoming technical Alpha the first time |
387s | players will have a chance to be |
388s | Hands-On with the skill this Alpha would |
390s | be closed to a group of Select players |
392s | so we can get focused feedback |
394s | specifically on ship navigation before |
396s | we then move into an open Beta where |
398s | you'll all be able to try out old |
400s | School's First new skill with some of |
402s | these improvements already in place |
404s | we're now fully charting our course |
405s | through the choppy Waters of developing |
407s | sailing and as with any great Voyage |
409s | we've encountered some technical hurdles |
411s | along the way that have slowed our |
412s | progress slightly rest assured though |
415s | we're not just drifting aimlessly we're |
416s | steering the ship with precision and |
418s | making sure every knot is tied perfectly |
421s | it's taken a bit longer to navigate |
422s | these obstacles but we believe it's |
424s | better for us to take the time needed to |
426s | get things ship shaped now rather than |
428s | rushing through and having to resolve |
430s | them anyway further down the line after |
432s | all sailing is old School's First new |
434s | skill and we want to make sure it's |
436s | release is as epic as it can be we're |
438s | still M at Phase 1 Milestone one on our |
440s | current road map and while that might |
442s | seem like we're just Treading Water |
444s | we've actually been all Hands-On deck |
446s | front loading a lot of the technical |
447s | work which trust me will make our |
449s | journey speed up significantly once |
451s | we're P this initial point we already |
453s | have a lot of the design work ready for |
455s | future milestones and we'll be sharing |
457s | more on that real soon our next update |
459s | will be on primary gameplay which then |
461s | leads into customization and crew once |
463s | we've got past these it will be on to |
464s | discussing islands and all the shinies |
467s | you can expect to grab from them that's |
469s | when we also have some competitions for |
470s | a player designed Island the skill cape |
472s | and the sailing skill icon well that's |
475s | all for now until next time until next |
478s | time until next time for |
With regards to luffing the sails, if I'm in navigation mode and can't directly click on the sails to luff them would I need to exit out of navigation each time they need luffing?
Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.
The specifics of this and how it feels in actual gameplay is something we'll be directly looking for feedback on when you can all playtest it and it's something we've discussed heavily during development so far.
In general, having some friction during the early parts of Sailing is probably a good thing, especially as we can relieve that with meaningful upgrades to your ship or by adding crewmates (both of which will be discussed later on during development) to do the task for you.
It also kind of makes sense that it's something you do when you've got a smaller ship with less facilities as there isn't exactly all that much for you to do while moving around anyway.
There's still many variables we can tune over time which impact this
We can change how often it happens
We can change how long you have to trim the sails before suffering the speed penalty
We can change how big or how small the speed penalty is
All of these could be dependent on the specific ship too!
Anyway, as per for me I've gone on a bit of a ramble for something I probably should've just answered Yes to but hopefully this provides a bit more context.
So is the actual sailing part going to be instanced? I don't see how this is going to work with multiple ships in the same area at once without it looking like an absolute mess
Hey Plebsaurus, I love your name btw!
We know that players really resonated with Sailing being NON-instanced as a skill, like most other skills are, so that it feels like it's part of Gielinor and not a minigame or silo'd off. The development team would like to re-affirm that it's non-instanced much as possible.
We mentioned having time-based challenges, like Barracuda Trials, for Sailing and those absolutely need instances where it makes sense as players would experience griefing if they are competing for a certain time.
The "mess" part is harder to answer with absolute certainty at the moment. We're not far enough in development yet but certainly we'll be looking to limit the amount of ships that are visible in an area at a time to avoid those problems.
Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.
The specifics of this and how it feels in actual gameplay is something we'll be directly looking for feedback on when you can all playtest it and it's something we've discussed heavily during development so far.
This was literally the one thing in the blog that did not give me joy. "Oh no. Is entering/exiting navigation mode going to be miserably clunky?" Good to see it's firmly on y'alls radar to monitor.
Yeah it's on the radar for sure.
We have some experimental builds with middle-ground approaches too we're still going back and forth on what we like better. It's all very divisive though and ultimately we may just have to make sure that there are different navigation-style options which players can build a ship to accomodate for choosing the upgrades to enable the gameplay they want to experience.
Yes, you'll currently have to click the tiller/wheel to stop navigating and then click on the rigging of the sails to trim the sails.
Sounds tedious, clicking on the sail should automatically exit you that way you don't need to click to exit.. to then click to luff. then click to enter again.
What are your thoughts on the points I touched on with regard to skill progression, starting off with a little friction and then alleviating that later on?
I also mentioned in another comment that it's quite divisive, we've seen some people say during playtests that clicking the sails accidentally was a problem, other's say that they liked it, so I'm keen to see what player's say during the tech alpha and I'm open to us allowing ship upgrades to help customise the navigation options available to you on a ship by ship basis if we can.
Edit: Follow up on reading the comments below, this is all really subjective, hard to pinpoint requires lots of playtesting and balancing. I have no intention of releasing something that just feels bad and there's so many variables involved. If I'm hating doing this from my multiple playthroughs of the skill closer to launch then I will not be subjecting players to the same. I'd just like everyone to remain open minded for now until they've tried it themselves which will happen before launch!
The worst part about OSRS is the navigation. You're spoken about how horrible walking and energy is in OSRS.
A huge part of the game progression is already unlocking teleports to walk less. Introducing a new clunky navigation mechanic isn't going to be fun for the player base. Players want to engage less with navigation. The aspect of 1 tick = 1 tile walked will always be a crude and punishing part of the game. That same limitation is going to exist in Sailing, only it's going to have an additional layer of tedium on top of it.
I really do think some fundamental aspects of OSRS have been missed in this. The messaging has been "we'll figure that out later" when it should be the very first thing you solve. It's possible it's an unsolvable problem, and Sailing isn't a good navigation method for the game. (Which this has become. Sailing is far more than just a skill, it's a new method of navigation and player control to interact with other skills.)
Perhaps I've just mis-spoken but the intention really is to figure this stuff out now! That's why we have the technical alpha which was set up purely to test how moving around on a ship and interacting with facilities on it while the ship is moving feels.
This 100% needs to be right at an early stage as it's the foundation for all things the skill is later built upon. The only thing I'm asking is for the current implementation to not be shot down until players have tried it for themselves which will hopefully be sooner rather than later