JagexLight

JagexLight



04 Jul

Comment

Originally posted by hbnsckl

Alongside these more esoteric types of ammunition, we’d like to allow players to smith Cannonballs from Steel all the way up to Rune, with Dragon Cannonballs available as a drop from monsters introduced through Sailing.

This is a really interesting thing to see.

Will these be usable the the dwarf multicannon? Gotta imagine some kind of rebalance would have to take place.

We've discussed this in the Discord Stage call for Rewards and at present we're not looking to make changes to the Dwarf Multi Cannon. It's already really strong and we didn't feel like a buff to it was entirely necessary to be honest. There's also some lore reasons that we discussed which justify that stance, to do with Dwarven cannons not being suitable for the types of cannons you'd find on Ships made by humans.

Comment

Originally posted by Junebug866

Will sailing include a skilling pet in its rewards?

Yes, I think it would be weird not to, however I think this is something we've decided to look at if the skill passes 'lock-in'. Unfortunately as it's so early in the design process we didn't have the info yet on what that pet would look like, we've made some suggestions in the Office but not had a proper decision yet! Also curious to know how much info players want about it, or how much should be kept a mystery!

Comment

Originally posted by VanillaGorilla2012

Everything looks great except the skillcape colors imo

Not a problem at all, we've committed to running a community-voted/player design compertition if Sailing passes 'lock-in' for the cape aesthetics! :)

Comment

Originally posted by Aurarus

Skillcape would look better if it was distinguished from fishing a bit, a deeper clue like this

That is so pretty! As mentioned in the blog, we've committed to a competition to decide on the best cape/icon if the skill passes 'lock in' as we want to make sure that the community feel as involved as possible on the skill.

Comment

Originally posted by voetre

These maps seem rather small?

If the ships were traveling any faster than our run speed we'd probably reach the islands in a few seconds? Is the plan just to make the world map larger? Or instancing the ocean with other players to simulate a sailing "route"?

I dont see how a map that densely populated is possible without tedious obstacles or literally sailing in circles...

As mentioned by some other gamers in the thread, we included these community examples to give you an idea of where the skill is heading but they don't take into account stuff like Colossal sized ships which would need more space. At present we haven't had enough design time to work out a new map for you so we decided to include these images in the blog as what direction we are thinking of heading in if the skill passes 'lock in'.

Comment

Originally posted by Ze_Key_Cat

Seeing as lore is the only thing left, I’ve decided I’m voting yes on it. Looks like it’d probably be one of my favorite skills.

I am so happy to hear that we have your support so far! Throughout refinement you all have given great feedback and suggestions, and we look forward to working with you if the skill passes 'lock-in' even further. :)

Comment

Originally posted by Key-Anteater-953

I think the only thing I’m not sold on yet is the cape color scheme.

The rest looks great!

Not a problem! In the blog post, we've committed to running a player design competition to submit and then vote on your favourite design(s) if the skill passes 'lock-in' so we can discuss that then!

Comment

Originally posted by LithiumPotassium

I've only known Floopa for five minutes, but if anything happened to her I would kill everyone in this thread and then myself.

More seriously, how viable would it be for the in-game world map to have a 'fog of war' effect over these new ocean areas? Obviously players could just pull up the wiki map instead, but it could help the sense of exploration to have our map be filled in as we explore

The survey data we had from what I recall seemed to really favour the idea that the map would become populated after you've charted it. I asked your question to the dev team and they said they really like the idea, not opposed to it, but we can't promise anything until we've done a proper investigation of the tech work involved in making this happen.

Comment

Originally posted by Bazeque

Looks dope. Touch conscious though that this is a *ton* of stuff to include in a new skill immediately.

Are you planning on perhaps releasing in phases?

We're having lots of conversations with all the different teams involved (Art, Production, Community, Dev) and we will need to be clever about how we manage this "project of projects". With this being a huge project, we're confident we'll have additional resource to help make it as best as it can be. We've already mentioned in previous blogs though that some things like Tertiary training methods (e.g Ocean Raid) is unreasonable to expect at launch, so should the skill pass 'lock in', we'll see how much we can fit and be transparent about what players can expect. Having said that we can see that some players do want some elements of mystery from a launch - so we'll try to figure out how to handle that!

Comment

Originally posted by DamHawk

The cannonball tier system makes sense up until dragon. Would there be a new resource for making dragon cannonballs? I can’t imagine dragon metal lump being the raw material.

Yes! It's not technically a 'resource' but more a 'reward. It would be dropped from monsters!

Comment

Originally posted by murdercat1224

I haven’t felt this excited for the game since RS2 was originally released. Such a great new skill choice after all. Lock it in!

Thank you so much for your feedback! We really appreciate it, you'll have a chance to vote on the skill once we're out of the refinement stage :D. Still LOTS more to be discussed and polled but the team is super excited as it's all starting to come together :)

Comment

Originally posted by WeeMan1311

Excellent incorporation of other skills, they fit perfectly from a gameplay/logic point of view.

I do kind of feel this is swinging more towards minigame/activity territory than a stand alone skill but I'll wait for the final product before judging.

Thanks for that feedback, we really appreciate it. Have you got anything I can pass on to the team about what is swaying it into minigame territory? Would be keen to recommend changes if this is an area we can improve.

Comment

Originally posted by EqualBathroom4904

Will we be able to attack monsters from our boats with ranged/mage in addition to cannons?

From Mod Elena, this would probably depend on what you're fighting. We imagine you'll primarily want to use ship combat unless someone is on your ship or you've left your ship to go on an island or something similar. Hope this helps!

Comment

Originally posted by Dworfe

Feels less like a skill and more like a minigame

Thank you for engaging with us on this. Would you be able to tell us a bit more about whether this is due to the rewards blog that we just published, or more just a general feeling through refinement? Also, what aspect of refinement so far has you feeling like this? I'd love to put forward suggestions about anything that could we do to help refine the skill further away from a 'minigame'!


22 Jun


15 Jun

Comment

Originally posted by ZennyRL

I was not interested in sailing until this video, which has kind of won my will to vote for letting the skill in. However, having followed this whole skill ordeal from the start, I noticed that they don't at all talk about "visiting islands" which was the key hype-point I've seen from every sailing shill thus far, unless I missed it. Wasn't that the thing everyone wanted from all this? The main argument is it could be added in time, it's just interesting to me if it wasn't even discussed as potential gameplay

Heya, we will definitely get into that in the next video - the devs have talked a bit about how Islands are a good part of 'reward space' for the skill as when you're on an Island you're not technically 'Sailing' anymore. Very keen to hear what your thoughts are on the next blog! (early July)

Comment

Originally posted by Never-Roll-Over

Really don’t see the point in weapons on the ship, I have a bow and magic for range targets already. We already kill kraken that sits in the water with these

Hey! I'd love to help out with this one. A big passion for the dev team is being creative with what is out at sea. What if you could blow up a pirate ship with your cannon? What if an enemy was too strong to take down with traditional methods? The sky is kinda the limit here so we really think combat/ship weaponry could be really awesome for players and provide new experiences!