mb bro
Damn, you're worse than me!
mb bro
Damn, you're worse than me!
I once gave a player advice in hallowed sepulchre... it was an npc
LOL, thanks, this just made my day.
I remember coding all of those NPCs and having a lot of fun doing so
I'm ready and here for it.
o7
Thanks Husky. I really appreciate your thoughts on collection log "stretch goals." Luckily the minigame tele exists so the amulet tele doesn't really matter.
Do you think an imbued binding necklace could be retrofit into GOTR rewards or would you think new reward from something else? Maybe Varlamore? Sailing?
Ultimately, it's a game, we could go either way with it. I think I'm always cautious of retrofitting rewards into content that players might already feel like they've completed but that doesn't mean that's a hard and fast rule either, just something to be, well, cautious of.
In general when it comes to game design I'm usually a fan of having the problem and the solution come from two different pieces of content but I'm aware that can be difficult when content releases can be so far apart, I will say, I'm not aware of any plans for this reward imminently so perhaps that's another way of answering your question.
I will re-iterate though, I do think that the biggest pain point is the need to get more amulets coupled with losing your spot because the game filled up more so than the number of charges being a problem.
I'm not opposed to an eternal binding necklace existing as an item, or some variant increasing charges which is where I think the heart of this suggestion is coming from due to the frustrations with using the existing one but I am strongly against it being the amulet of the eye.
I understand the thought process though, this content rewards an amulet item, it's on the log, let's use this item but the rarity of that item was not set for it to be something meta-defining and more of a nice way to tell a little story and to create that exciting experience of getting something strange and rare from the abyssal rift, it also provides a collection log stretch goal. I really am a big fan of being able to include these rare niche rewards without worrying about the sentiment that it needs to be useful.
Honestly I wish we hadn't even included the teleport on the amulet and just left it as a neat cosmetic. I'm also hopeful that if the scaling changes pass the current poll it'll ...
Read moreHoly moly let me use fragments to repair broken barriers instead of essence at GOTR. This would save so many games where I beeline straight to strengthen the barrier after crafting my first runes only for it to lose its’ last hp just as I arrive and no one will sacrifice their essence to save the game.
That's in the blog! :D
My apologies i must have completely misinterpreted and missed that! Foggy head after last night
After a re-read it sounds good. Am I reading it correctly that the first 20 players won't be impacted by proposed scaling and only players that join thereafter will? Or do the changes apply to everyone in the game but are triggered after the 20th?
On the scaling thing, currently the game scales up to 200 players linearly, adding a fixed number of essence required to finish the game. I can't remember the exact number but for the sake of roundness let's say 100
So 20 players requires 2,000 essence and 200 players requires 20,000 essence.
This model assumes that players are expected to all contribute effectively but we do know that larger groups have higher numbers of players who are not participating at 100% efficiency.
So instead we're suggesting that we could be lenient and only scale by 80% as much after the initial 20 players. So for example:
20 players still require 2,000 21 players is 2,080 (instead of 2,100) and scaling up to 200 would instead be 16,400 (instead of 20,000)
Gz!
I wonder what would occur if you hopped worlds, traveled to some distant island, and then hopped back to the original world within 5 minutes. Would you teleport to the original boat or would it spawn a new boat and leave the original boat to be disabled after the 5 minute timer. Teleport behavior would likely result in alt-scape being used to teleport around the place on the boat, spawning a new boat avoids that but might be a bit clunky behavior having multiple active boats.
By making a new boat on a new world you'd have invalidated your access to return to one on the original world
What was the thinking behind granting XP based on facility interaction versus passive xp for travelling a certain number of tiles?
I worry that needing to interact with your sails too often will introduce a level of tedium that is counter intuitive to exploration and traveling.
A good metaphor would be like needing to tie your shoes every X time in order to run to a destination. (Don’t get any funny ideas, now!)
Thematically we've opted for the definition that your skill in Sailing is indicative of your capability to operate a Ship and it's facilities.
We really didn't want players to just gain XP passively, that feels like something that wouldn't feel like a skill, whereas using a tool to do a job very much so does, in this case, the ship and it's facilities are a tool and you're increasing your knowledge/expertise of these while using them.
We're aware of the sentiment of interacting with Sails too frequently perhaps getting a bit too tedious but that's where we have multiple avenues to affect this throughout the skill progression, for example: - Higher level sails could need trimmed less often, or be more effective when trimmed. - NPC crewmates (or other players joining your ship) could take on that tedium for you so you can navigate yourself.
you will appear on an island we've temporarily dubbed "Limbo island
If there's not an ongoing limbo contest between two NPCs named Slim and Hermes, I'll be very disappointed in Jagex's pun department.
;)
So, there will be level restrictions on quest reward XP for specific skills?
Yes, if we add retroactive Sailing XP we'd want to make sure the level was appropriate for that XP reward instead of everyone starting Sailing on launch day at, for example, level 30.
Is riding someone else's boat going to be a POH/accept aid sort of thing that's not allowed for ironmen?
We're currently going to allow irons to sail with other players but with restrictions, those restrictions are currently unclear but we are aware of a sentiment with iron accounts needing to be responsible for their own account progression and we're looking to uphold that.
Currently anyone can join anyone's boat as long as it's at a port but we definitely want you to have more control than that for launch, such as only allowing friends, having join requests or just being able to kick people from your boat.
Hi! A while ago it was stated that Sailing will be integrated into existing content. Can you tell us in what extent this is gonna be?
For example, will the sailing part in the quest Bone Voyage receive a whole overhaul where you actually will be Sailing (like the skill) to Fossil Island? Or are you planning to keep it like it is and simple reward it some Sailing xp?
Other examples include Fishing Trawler, Dragon Slayer (I & II) or the canoe network. And will charter ships be replaced by Sailing?
Hey, I answered a similar question here https://www.reddit.com/r/2007scape/comments/1d3a4gh/comment/l66gddw/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
but I appreciate you're being a bit more specific, so I'll try to answer as best as I can!
With regards to existing content, we're not looking to overhaul existing quest completion methods in the game world but we are interested in changing the framing of some quests and dialogue in them to account for the fact that Sailing exists.
A good example of quest integration is DS1 where the isle of Crandor is this massive big mystery but realistically we all know ...
Read moreRead moreA 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 smoot...
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 q...
Read moreQuestions regarding disconnects and logout. If you're on your own boat or a friend's boat, you get disconnected or you choose to log out while there is a crew: 1. Would the boat still function and move? 2. When you relog, would you endup on the boat where ever it is? Would this create a problem where you can logout as soon as you get on a boat and hitch a ride to a destination? 3. If I'm on friends boat and I DC for 30 secs, will that reset me to the shore? 4. If I world hop, does my boat come with me? What happens to other people on the previous world?
Hey, currently in the tech alpha:
So to your specific questio...
Read moreBasically every reward I've seen so far is related to interacting with your boat less. i.e. crewmates, islands, bosses, teleportation, new resources. The idea of unlocking a new area or a reward and not getting to engage with it because you're more interested in the next higher level area or reward just puts me off completely.
Thanks for the feedback!
We don't see it as interacting less, but moreso evolving how you interact with it over time. You'll get new facilities to do new things, you'll move from interacting from ones you have to to ones you want to and then having crewmates help with the running of the ship.
Obviously this is all speculation and design at the moment and we won't know if it feels right until we've developed it but we think the approach definitely has merit.
Why is it a "bad way to go about it"?
Please do give us specifics, how would you see it working instead? Or what specifically do you dislike about the current core gameplay loop?
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
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 the...
Read more