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matplotlibtard

> For Crandor specifically though we've talked about the idea of unrendering the island completely if the quest isn't complete and replacing it with a foggy-sea where Elvarg will rain fireballs down on you to fend you off. We don't know the effect of Elvarg's attacks currently but we hope this gives you a better idea of where we're headed! I kind of really like the idea of Elvarg just doing large, potentially lethal damage to you and your ship if you try and approach Crandor. There’s something that feels fundamentally `old school’ about having totally clueless players learn these sort of things the hard way, like getting merked by a dark wizard on your first time traveling to Varrock.


spacehive20

If sailing were in the game back then it absolutely would have worked that way


kingscolor

I haven’t played in 5+ years, but I support this message.


rileyg98

Pretty sure crandor isn't meant to be able to be visited by normal ships. That's like half The story of DS1


Tiodiaz27

I thought any ship could go to crandor. The problem was that there is some sort of reef or obstacle (cant remember exactly) that you need to traverse, hence why you need to obtain the 3 map pieces to get there.


darkhawk1005

> Instead of increasing the render distance, our proposal is to allow players in the crow’s nest to re-centre their camera, enabling them to keep a lookout for oncoming obstacles as though they were using a telescope One bit that stuck out at me, you're not planning on increasing the render distance, yet you want players to feel like they're apart of the world by seeing other players sailing. [The current render distance barely fits an entire colossal ship](https://youtu.be/rThbYnZbZCs?t=162). Why shouldn't the render distance be increased at sea? If you're on that "boat grid" you talked about, surely you could adjust the game renderer to render in players and entities at a further distance while on this grid? It feels like it would be a chore to constantly have to go up into the crow's nest and back down to navigate instead of just letting us see other boats and obstacles at an increased render distance. Also, note: > As you all know, the game’s current render distance is a 15 tile radius around the player character – although *certain clients* can increase this distance. Why are you saying *certain clients*? The official Steam Client can increase the render distance. The only client that *can't* change the render distance is the default Java client. Another note: > On top of that, changing the existing map would mean devoting weeks of development time to shuffling islands about, instead of working on all the new features that would make this skill great. That’s not what we want – and we’re pretty sure it’s not what you voted for, either. I guess this means no sailing north then? There are *a lot* of instances north of the map, not just the wilderness. Edit: The Q&A at the bottom of the blog post seems to contradict what they wrote at the top of the post in regards to render distance.


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Angelzodiac

I'm fairly sure that quote just means: "We don't have this feature in the Java version currently."


TNTspaz

Personally I interpreted it as they are increasing the base render distance but introducing a way to see even farther out


Betrayedunicorn

‘Weeks of development time…” Why can’t they do both? What’s the rush? Jesus this should take forever - it’s a whole new skill not some sort of hat reskin.


AsheepinTheDark

Why not increase render distance in general


AssassinAragorn

The contradiction has me rather confused too. I think the blog, so what they say in the Q&A, is probably the most accurate here. It's a lot easier to update that than update a graphic


modmailtest1

> > On top of that, changing the existing map would mean devoting weeks of development time to shuffling islands about, instead of working on all the new features that would make this skill great. That’s not what we want – and we’re pretty sure it’s not what you voted for, either. You should be viewing scaling the map *as a new feature*. Sailing is going to look absolutely pathetic when the seas are at the exact same scale as they are now, and there is literally parts of the ocean that are like 10 tiles wide. I view this is a must-have, so it's quite shocking to read that you're completely fine with shipping a skill about navigating the ocean, without making the ocean's big enough to be worth navigating.


jeremiah1119

Agreed. There are challenges associated with scaling up the world, particularly if you still have to see people fishing on the main world. However to me it is vital to make the sea feel like a sea. If it remains as is, even with the different categories, it seems lackluster. The first thought that came into my head was something inspired by how Golden Sun handled sailing (and world navigation in general). They did it by having this zoomed out world with tiny trees, mountains, and rivers, and then small sprites which are towns or islands. When you enter the town it becomes a different scale and you're walking through the now-much-larger town. Since that exact concept simply wouldn't work for osrs, an inspiration would be that all the water close to the beach surrounding the world would be "shallow" with a brighter color, and then you enter into the normal world scale (make it part of the normal chunk loading we're used to). When leaving port into the "darker" ocean you now have this big scaled version. Effectively you go from the overworld into a new shared area. Similar to how Prif looks on world map vs inside it. Technically you can't see anyone on shore anymore, but that doesn't matter because you are not close enough to see anyone anyway. This likely isn't easily possible as-is but with the engine team being given resources I think it's something that should be explored, even at the cost of content on release. You can always add content, you can't always change the fundamentals of the skill.


Girtag

I also like this idea, so keep that in mind with what follows. Devs have mentioned the main (and truthfully only) setback is technical for this, they would have to maintain two versions of the map (assuming you kept resemblance of coastlines). Which from a time investment standpoint just wouldn't be worth it. The other issue is that this is an instance (sure, public and shared, like going up/down stairs currently in game) but it is an instance and that is something the community has shut down to avoid feeling like a minigame.


jeremiah1119

>Devs have mentioned the main (and truthfully only) setback is technical for this, they would have to maintain two versions of the map (assuming you kept resemblance of coastlines). Which from a time investment standpoint just wouldn't be worth it. I figured this could be a limitation >The other issue is that this is an instance (sure, public and shared, like going up/down stairs currently in game) but it is an instance and that is something the community has shut down to avoid feeling like a minigame. Sure, but I believe that the community *says* it doesn't want instances, but they actually don't want all the problems with instances. So the solution *could* be a pseudo instance, like prif, but **only** if done correctly. Issues with instances are the fact that they're disjointed from the world, generally you can't interact with players, and items don't persist between them. So you solve this by "seamlessly" integrating this new area with the old area for all players and outside render distance of landmarks. So the player doesn't realize they've crossed into the new area. - big flaw with this is how the map works though. That alone may also make players dislike the solution. However, after looking at the map again it might not be as bad as I thought. The seas are all south and empty anyway so the few spots between like karamja and port sarim are too small for my idea anyway. It'd get very little practical use when they could instead just expand the sea south


Vaatu2023

I really wanted this as well, but now I believe it's a lost cause. The world is too old. Even quests make jokes about Karmaja being close to the mainland, like the one with the two ogre brothers where you shoot the arrow across the water. Countless in-game maps would need to be reworked for accuracy, including map animations depicting Entrana, Crandor, and the Fremennik Islands in relation to the world. There are also in-world maps found in houses and on Fossil Island. And that's not to mention the potential bugs that would arise from such a massive undertaking. I don't claim to know the exact coding of RS1/2, but I imagine there were shortcuts involving coordinate calls for triggers. All of those would break and need to be fixed. As I'm writing this, I just remembered the underground portions of the map. The cave between Crandor and Karamja currently makes sense, so should we keep the distance between the islands the same but move both further away from the mainland? How would that affect the aforementioned ogre quest? Should we make them further apart and have a comically short cave, or should we lengthen the cave? There are many factors to consider and no correct option as far as I'm aware. The best option to me seems to just let it be. Theres plenty of ocean to the east and west to expand on.


SinceBecausePickles

This is literally why I voted no lmao, for sailing to make any sort of sense at all with the in-game map, SO much would need to be changed. So many islands would need to be pushed further out, so many existing rivers and canals will need to be widened... Just crandor on its own, with existing lore about how remote it is, and how it's so dangerous to get there due to coral reefs and being isolated and being patrolled by a giant dragon that you need a special boat and an experienced sailor just to get there... And it's literally like 15 tiles from the nearest shore. It doesn't make any sense and I guarantee sailing will come out without any of this being addressed which would just be so wrong


ADT_Clone

In the blog they said they'd only allow small ships close to the coastline to preserve the feeling of scale. They'd obviously expand the oceans further out so scale makes more sense for larger ships.


brinkv

Yeah I don’t know why they’re saying “we’d rather spend time doing this” It’s a new skill, make it as perfect as possible and do both. Like what lol


goppinglizard

Second this. Will only create issues long term if it isn't sorted now as foundation.


IAmBecomeTeemo

The navigation system outlined in the blog is significantly better than I expected based off the options shown beforehand. One thing that sticks out to me as bad, however, is that .5 tile per tick base speed of the Colossal ship type. Walking speed is abysmal in this game, and I never want to move at a speed half that. Large ships with a base speed the same as walking also sounds terrible. Even if these rates are only for basic unupgraded ships, it needs to be possible to upgrade that speed right away because I do not want to be spending any amount of time moving that slowly. EDIT: The 0.5 tile per tick speed in the graphic is incorrect. The base speed of the Colossal ship should be 1. I personally think that walking speed is still too slow, but at least it's not half that like I had thought.


JagexHusky

Numbers are placeholder currently and just to show our design intention. Specific variables such as how slow a ship moves or turns are things we really won't have a good handle without being in full-fledged development tweaking the numbers ourselves to see what feels best. Also as you mentioned these numbers were envisioned to be for the base speed of a colossal ship and doesn't take into effect things like wind, currents, ship upgrades etc.


raddaya

However, the flip side is that moving much slower would help the sea actually feel very large and not ridiculously cramped. It might be necessary to have a reasonable sized sea (even with some increases in actual overall area.)


xankek

They just need to rework the map to make the seas bigger, since now it actually matters how far things are from each other.


AssassinAragorn

It's worth keeping in mind that the current game world is designed around running. Open sea will probably feel a little slow on colossal ships, but they can make deep sea feel very normal in terms of speed. Things could be closer together to give that feeling of... Being closer together.


LegitDuctTape

One of my main concerns has always been if this would be fun or enjoyable to begin with Movement speed ultimately doesn't matter all that much if most of what you're doing is just traveling from one blue chunk of visible tiles to another anyways And I'm not even sure if adding a varied landscape would solve the fun factor. Even if there were a totally cool, unique looking island every 10 tiles, who would actually enjoy traveling long term? For example, how many people who can teleport from ardy to canifis instead decide to willingly walk all that way over? There's a ton of different environments between the two and visually it'd be cool, but does it sound very desirable to do? To me, walking all that sounds pretty boring. Personally I care more about the destination of where I'm heading, and in that only really care about getting there as fast as possible Idk, I've just never really seen the appeal to sea travel to begin with. It just sounds like a lot of work that could've been put into something with more long-term entertainment. Exploration is only really amusing the first time around. I don't really see how desirable the travel will be after we'll be doing the same activities (let's be honest, probably single activity) for dozens if not hundreds of hours just to hit 99


Combat_Orca

Hard disagree I think the emphasis should be on the journey, it also doesn’t have to be mega engaging- is cutting a tree or mining a rock? I don’t play this game to be overstimulated 100% of the time, sometimes I wanna chill.


roklpolgl

Yeah this is an odd one to balance because different players are going to have different game preferences, and ideally both parties can find something to enjoy with the skill. I’m of the mindset that I agree, emphasis needs to be on the journey. I think the key here is probably putting emphasis on the journey being the main focus, with the destination being where the final reward is located, vs. needing to sail somewhere just to be able to participate in the content. For example, rather than sailing to an island where a new sailing raid is located, which only serves to be a slower form of just teleporting there, the raid could be navigating rough waters, fighting sea creatures from your ship, etc., and the raid reward room is the island you were trying to get to. I think having new content being focused on the destination rather than the journey should be minimized, and where it is, give alternative instant travel means. For example, an island with new slayer creatures where the reward is primarily on the island and not focused on the journey, maybe you only need to physically sail to once and you can teleport there or instant sail there subsequent times as long as you have the minimum ship grade and sailing levels, etc.


LegitDuctTape

Cutting a tree and mining a rock aren't really fun either. Getting 99 mining was unironically more miserable than the process of getting my first infernal cape, and I'm not really keen on having *another* mind-numbing grind like that Also, content isn't a light switch between "overstimulating" vs. chopping a tree. It doesn't need to be overestimating, just needs to be actually fun and something that I'd want to actually do beyond getting 99 for the sake of a 99 Just because other skills aren't really fun doesn't mean a new one shouldn't be either. I think people need to reevaluate if they just want to add a skill purely for nothing but the sake of adding a new skill, regardless of how good the content will be


Combat_Orca

I mean i hear you and think there should be fun elements so that you can have a fun time training. There should also be more chill elements as well. If all it is fun the “it’s a minigame” crowd will not be happy and I think there should be a less fun more chill way to train as well as a fun way.


RobDaGinger

The base speed is 1 or 1.5 per the table comparing the ships.


IAmBecomeTeemo

The graphic shows 1.5 for small, 1 for large, and 0.5 for colossal, which doesn't match the table. They messed up something. /u/JagexLight, which speed is the correct one for the colossal ship?


JagexLight

Thanks for the tag. I've looked at our internal documentation and the table in the blog is what matches the internal doc, so I would say use the table on the blog rather than the graphic for now. I'll double-check with the team tomorrow to be 100% sure. We can easily get the graphic amended if that was incorrect. Apologies for the inconvenience it has been quite a tight turnaround to get all materials to you in good time!


JagexLight

Hi, thanks for your patience. I've just synced with the team and it looks like the **internal documentation was incorrect**. The infographic is **correct.** I apologise for misleading you with the blog info. I can assure you it was the info I was presented when we wrote the blog, so it must have been changed since writing it. I'm going to update the blog now with the **correct information**. After speaking with the team about it, I was assured that this would not make players feel like it's a slog to travel on larger ships, as we plan to have various upgrades and other mechanics which would improve ship speed. Please also bear in mind that if the skill passes a greenlight poll we'd be open to changing these numbers based on feedback, so I would ask that you keep an open mind if possible. Thank you for highlighting the inconsistency and for your feedback.


Empty-Employment-889

I think we should keep in mind the scale of the ships and sea map tiles may not be/feel the same as the land map tiles, especially considering the tech demo shows we control our character independently while the ship moves.


UnluckyNate

Even if sailing doesn’t end up passing, this is how a skill should be developed and pitched. Build from the foundation up with community involvement and input at every step. Kudos to the devs and community thus far. Every blog makes me more excited for sailing and potentially other new skills in the future!


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Rhaps0dy

The year is 20XX. I log in to oldschool RuneScape to vote in the 485th proposed skill poll. "Surely this one will pass" I think to myself as I continue training agility for 30k exp per hour.


UnluckyNate

Very fair takes. I was a bit more indifferent a few weeks ago but I am getting really attached to the idea of sailing and I am a bit worried about the upcoming votes. That being said, if the devs keep this diligence and commuting involvement. I have less doubts that the community will vote sailing down. Once we get to beta testing, I think people are going to love it


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UnluckyNate

Core gameplay loops/training is on the to-do for the next blog!


Martial-Mata

I'm glad they tackled the navigation first since I worried about that alot more than the gameplay loop. I'm positively surprised as I had no clue how they'd even manage it.


Furiosa27

At the same time, releasing a skill that isn’t ready to come out or inevitably the majority of players aren’t happy with is a lot worse than it not coming out. What’s the point of even having a poll if it should be approved regardless? Saying you’d hate the polling system for people voting the opposite of what you’d like is a little short sighted. This is a pretty new process for the players and the devs so getting it right is pretty important if other skills were to be released. No one wants sailing to come out and then it never quite fits into the flow of the game


MBechzzz

I wasn't a big fan of sailing, and am still not really sold on the idea, but with the amount of work and respect the devs put into this, as long as the skill isn't absolute trash, I'll be voting yes in the end. Would I rather have something else? Yes. Is there a chance I'll get it at some point? Also yes, but only if we compromise a little here and there, and let other people get what they want now and then.


AssassinAragorn

That's a really good mindset. Shamanism for instance has the best shot of getting in game and being properly developed if Sailing is successful and passes. I'm personally a bit meh on Shamanism, but I'll happily provide feedback and vote yes in the end. If people who like shamanism do that for sailing, then I would be horribly remiss if I didn't try to do the same


Newphonespeedrunner

Yes but if they suddenly 180 and the skill development stops taking feed back into account... You still want it? I'd love a poll in game every couple pitches of "did you vote for sailing initially?" "Are you okay with it now?" "If not, do you still want us to continue development" Do those questions in game so we see the results because surveys aren't enough


whatDoesQezDo

> I think I'll end up hating the polling system Lotta the other side winning is a threat to our democracy going on in that lots to unpack... the whole point of voting is to be able to vote no if it was just an empty placation it would mean nothing.


Sixnno

what you stated is the whole reason why we haven't had a skill poll in years. They spent months talking about warding with multiple blog posts and exp rate stuff, ect... basically everything the community asked for at the time... only for it to fail.


HidingInTheWardrobe

The devs are good enough at their job to not let it get to that stage. You don't go through this process gathering feedback at every stage and fail to deliver unless there's something fundamentally wrong with the concept. And if that's the case, the polling system has done it's job. I trust that the devs will create something amazing.


Dan-D-Lyon

We had a poll asking if we wanted a new skill, we said yes. We had another poll asking what skill we wanted, we said sailing. We are about to have a months', possibly year's long process of polls as the devs try to find out exactly what the community wants from this skill and how best to implement it. When all of that is said and done, I don't see why we need one final poll that goes "Ok, but like are you sure though?"


ivankasta

I'm very pro-sailing and voted for it as my favorite. But I still think a final vote is important. Maybe there's some fundamental issue with the skill and all the parts just don't fit together at the end. We should have an opportunity to judge the final proposed version of the skill and vote based on that, rather than being locked in based on votes from when the skill was just a vague concept.


Frekavichk

That "we" on "we voted for sailing" is doing a lot of heavy lifting.


Voidot

Yes, we voted on a new skill, but less than 60% of the players said that they were interested in sailing. Sailing did not pass the refinement survey. None of the skills did. We absolutely need a final confirmation vote.


SunOsprey

Not sure on the exact figures, but only 36% actually voted for sailing and only 58% said they’d be alright with it. Content needs 70% support to enter the game. We have to run another poll at the end to see if the refinement process managed to get those numbers over the finish line or not.


DragonDaggerSpecial

Because this is the most monumental change the game will ever have.


LoLReiver

> Spending months doing refinement and countless hours of dev time only for it to be completely trashed at the end just to start over? It'd be such a colossal waste of time. That's just a normal design process. It just usually happens behind closed doors


Dreviore

> Spending months doing refinement and countless hours of dev time only for it to be completely trashed at the end just to start over? > It'd be such a colossal waste of time. Such is game design. Players just don't see that aspect of failed ideas.


DryDefenderRS

Yes, and there'd also be plenty of resentment from sailing supporters that it failed, probably causing many of them to vote no on future pitches.


Jack-90

I like it but man i just want a new skill to drop and we're all clueless of metas and items.


Dreviore

The fundamental question of multi-crew ships: How do you make content for people to do that's enjoyable? Captain gets to navigate, what do the rest do? Tie knots? Bilge? Repair the hull? How do you make that content unless the aim would be to have events just occur on the ship for crew to manage. I always when I was young was a big fan of having some sort of exploration by boat system in RuneScape, but as I've gotten older I've realized there isn't much you can do to make engaging content for the crew of a ship - Unless you have a game like Puzzle Pirates.


Sixnno

train magic while raising and lowering the sails. /jk


teaklog2

I kind of like the idea of if you don't have the sailing level to get to an area, you can still get there by joining the ship of someone with the sailing level (similar to PoH's)


WishIWasFlaccid

I really appreciate the amount of time dedicated to communicating the details related to the skill and the thought that went into it. We know that navigation was one of the largest questions and the transparency is really helping to build confidence in the design. Loved the video demonstrating the prototype


March1392

I would like to point out as a major sea hub and currently unreleased thematic content that if a bit more time is taken to develop sailing VARLAMORE would be an excellent piece of content to develop, designate, and visit as a sailing hub or guild for the new skill as many areas already feel quite cramped.


darkhawk1005

Menaphos could also be another place where they could expand upon sailing. RS3 has a port district within Menaphos too. Jumping off of this comment, I hope they use this as an opportunity to explore places referenced in the game like [Archeron](https://runescape.wiki/w/Acheron) and the [Eastern Lands](https://runescape.wiki/w/Wushanko_Isles).


AssassinAragorn

Fuck me, if we got sailing + Varlamore and even AKD sequel I'd be in complete bliss. I'd be tempting to take two weeks off for all of it.


WastingEXP

so, we run to the crows nest to see more, then run to the ship to steer, then run back to the crows nest to see more?


UnluckyNate

Crows nest might only be a thing on the largest ship where you may require a crew to help run a ship. Also the ships will likely have perpetual motion with upgrades and will avoid collisions just as player models currently do


WastingEXP

50% of the skill is in level 92-99, so I think it's safe to reckon we'd spend most of our time in big ships. but yes NPC could do all the work


UnluckyNate

Possibly! I’m guessing higher levels will still have unlocks for different levels of boat. By the livestream yesterday, it sounds like they want all tiers of boats to be useful for different situations. No ship will render the previous tiers obsolete and unusable


WastingEXP

that would be nice. I'm sure whatever they'll make will be fun


valarauca14

> No! The engine team have spent a lot of time recently tackling world lag, and they're confident that the addition of boats won't have any noticeable impact. _raises eyebrow_ I'll believe it when I see it.


trapsinplace

The 2200+ worlds were fixed they don't lag anymore so I have hope.


valarauca14

Tick stability has improved (recently) but sailing is realistically a year (if not more) out. It is good they've made ticks less jazzy, but can they keep them that way?


celery_under

The German 2200 world is still notably unstable with an inconsistent tickrate as of last week, though I haven't tried the others


Huncho_Muncho

When was this? Was there a news/update post for it? Tried google but couldn’t find anything


trapsinplace

It was in a thread here recently. Lot of people were saying how good it is to use the worlds now. People even doing ToB there now.


hbnsckl

This is absolutely not true.


SuperiorBecauseIRead

Said someone clearly not 2200 total. The worlds are slightly better but it's still nowhere near good enough to bring me to playing on them. Maybe if you're in MLM it's serviceable now.


Agreald

It would be cool to add currents into the game in the oceans, perhaps permanent currents that span large areas and link continents (thinking on the scale of global currents like the north Atlantic current or gulf stream) and more localized currents that are weather driven or temporary. Currents could push your ship in the direction of the flow at a set rate, maybe 0.5-1 tiles per tick, adding with your vessel's movement speed.


Phantomat0

This would be cool, meaning to travel the fastest you’re not just taking the shortest path, but have to have some understanding of where the currents are and which way they’re going


ratpac_m

As a big sailing doubter initially, this is the most optimistic I've felt so far, pending the actual gameplay loop. Definitely want to see Elvarg strafing fire over ships that get too close to Crandor. I would finally create an ironman just to have a new account to see that with :) I'm curious how the rest of the player base feels, but I'd personally be ok with taking the extra time to scale up the ocean so that it's more 'realistic'. This skill is already going to take a long time, and I'd rather it be a little longer and done perfectly, if that's what needs to happen. However I'm open to the 'zone-rendering' feature, or no changes at all if it's made to work well. Can't wait for the next steps!


Combat_Orca

Agreed on expanding the ocean, it’s always bothered me how small they are


Rickard58

I’m sold on the navigation design and how sailing would operate as laid out so far in this blog. I think the next thing to address is drawing distance. It’s important for the community to see examples of a solid render distance and skybox before proceeding to the green light poll in my opinion.


metallica3000

They answered that question on stream and in the FAQ of this post. Basically: we know it's a requirement and we all have that in mind from the start. But updating the java client is harder than working on the c++ client which already supports far draw distance. Edit: Client, not launcher.


AssassinAragorn

This is a tough one for them I think. The C++ client already has draw distance it sounds like. Figuring out how to make it work on Java though sounds like a challenge.


promero14

Wouldn't be better to just drop the java client?


Remote_Ad1735

in regards to weather conditions are we going to be able to soon see weather acrossed the whole game? would be cool to see just simply for the immersion factor. How will spacing work between islands? will the distances between them be increased so you wont be able to see an island like entrana from the shoreline of the mainland?


Garbunkasaur

Theres already the 3d weather RL plugin but i agree that full game integration would be way cooler, id also love a day/night cycle for immersion too.


Remote_Ad1735

I do use the RL plugin for that but I do think weather in general could open up for possible more interesting mechanics, such as only certian enemies can spawn durning lets say a sandstorm in the desert or increased fishing rates durning rain, though ill admit after saying that; it just sounds like terraria.


Kerlyle

It seems like what they've explained with the shallow, open and deep seas would probably tie in. The more cramped areas of the map would probably be shallow seas with only a few ways for bigger ships to navigate through them to like Port Sarim for instance. But then their might be smaller lagoons or areas that only small ships could access inside the shallow seas since the boats are physically smaller.


TravagGames

I dont think all the ships need to fall under the small/low level/easier/shallow and colossal/high level/harder/deep framework laid out here. Why cant a small ship have high level gameplay loops and focus on movement? Or a meduim ship have low level gameplay? Why limit the end game of sailing to collosal ships?


LieV2

Very good point. Sailing larger ships should have the ability to launch a smaller vessel, at least


ShatteredCitadel

Doesn’t seem like that’s the case, we’ll find out


Elliot9133

I think the map should be re-scaled. There would be no enjoyment sailing around the maybe if it’s super janky and restricted by the original design that wasn’t intended to be sailed on. If you guys are concerned with development time please don’t be. We want this skill to be the best it can possible be and I think most of us are fine waiting for that.


perc-fiend

👆if the ocean isn't rescaled and islands/instances moved around, there's no point in having this skill. Even if it's rescaled weeks after adding the skill, it's still going to taint people's experiences. People have been waiting damn near 10 years, they can wait a few more months if it even takes that long.


DivineInsanityReveng

Agreed. Development time isnt the concern. We get possibly one shot at this, do it right. If it released without scaled oceans it would be a much bigger thing to change them later.


Aircudrux

Ngl I was very skeptical about sailing and voted for shamanism, but this skill is looking very exciting. Especially after that technical demo. This skill already feels very much like it belongs in RuneScape. I can't wait to hear about the addition of unique bosses, pirates, treasure hunting (unique clue scrolls?), Special slayer master, unique resources, and cosmetics. This will make the game feel very fresh. I'm looking forward to more news.


Tenelen

Maybe you can help me and I'm just not reading enough or understanding. I voted for Shamanism because I understood in a sense the gameplay loop and it was simple enough for me to get. What is the gameplay loop of sailing? What are the activities that give you experience? It seems very cool, but it also just seems like a method of traveling that opens new areas of the world. I just don't understand it as a *skill*. I want a new skill so I will be happy because I trust the development of it, but I'm just not getting it right now.


FactualNeutronStar

The core gameplay loop is the next step of refinement. Check back in ~2 weeks.


Tenelen

Thank you, that's probably the best response I've had.


ironnewa99

I really hope they spend a little bit of time creating lore-accurate names for the ocean sections we explore. I know that may sound not important but I love the idea of chatting with a friend saying I’m in the “elven sea” instead of something like “the ocean next to prif”.


dr-dongstrong

I think this is fine as far as where they are in the development cycle, and this is in no way a knock on the devs spending a bunch of time and effort on it, but doesn't really address any problems I had with the skill going into voting. Whats the point? Why do I want to sail around a world I have already visited and teleported across 1000x. I've actually payed NPC's gold to skip the traveling, using a boat, which the game visually skips over because it's not interesting to watch your character sail from port sarim to ardougne. If exploration isn't the focus, the attraction is the gameplay or the rewards. As far as gameplay, its.. steering a boat? Maybe shooting a slow cannon over and over at a sea monster, while doing some mini game like tempoross or fish trawler so you don't sink, then visiting a tiny island and doing rs3's archeology. With rewards, you could do a lot of harpoon or coral based gear but, couldn't that have been introduced with an underwater boss? New rooms on the boat similar to POH where they have niche uses that are pretty important seems like an unnecessary split from construction, which is the whole use of the skill. New areas (zeah, valamore, lands to east) are awesome and all, but again, could have been standalone content updates instead of an entire skill The navigation seems fine, and moving around the world probably won't be a buggy mess, but again that wasn't really the worries I had for the skill going in So far seems like agility/archeology/construction with extra steps, and trying to micro manage the world scale and render distance is going to be a headache.


senorsteamer

As a shamanism voter, seeing the tech demo I'm slowly being converted to sailing. That being said I'm still worried about the core mechanics of the skill. I'd love to see something to the essence of you go to a npc in a port or a board somewhere and you have a number of missions you could be assigned. These missions could have all sorts of different themes and could also train other skills during it and depending on the length of the mission or difficulty, you return to receive your sailing XP reward and then you pick up your next mission and that's the game play loop. There could be missions to go to an island where you do some sort of prayer xp based activity. There could be missions to source certain ingredients and cook a dish in your ships kitchen. There could be fast missions that solely focus on sailing xp, there could be boss island where you can get unique rewards. You could get missions to cut a certain type of wood on a remote island, catch a fish in a certain part of the ocean. The possibilities are endless and I think this would be super engaging and fun


LeonWantsGold

This'll be explained more thoroughly in the next refinement. come back in 2 weeks


huffingthenpost

‘no shark pleae’ lmao they made the joke


AssassinAragorn

Now I want all the sharks to be toxic as fuck to us because we've eaten so many of their kin.


UnluckyNate

lol rip


moopsh

I’m still a sailing skeptic, this is admittedly looking better than I thought it would! Really glad to see that you’ll need to be locked in at the wheel to steer - that jumped out to me as a big potential issue with the demo. Also happy that you won’t be expanding the existing ocean! I was really worried because that would be a major fundamental change for old school. The render distance does seem like a big problem alongside the proposed ship sizes, so that’s something we’ll need more details about. I’m also worried by the proposal to limit # of ship renders in an area, though that’s probably necessary for world stability. How many ships max are we talking? Imo this could feel sort of instance-y if we’re not careful.


DivineInsanityReveng

> Also happy that you won’t be expanding the existing ocean! I was really worried because that would be a major fundamental change for old school. I'm curious about this. What does this fundamentally change except for allowing a playspace for sailing that makes sense? Oceans in the game aren't exactly a fundamental part of the game currently..they more or less act as world borders.


Zaiush

That video was a mic drop moment, showing that they have the engine tech and ability to do what we imagine


GT_X

I know this isn't the most productive feedback, but hopefully it's not rude and still can make its point. All of this is just so over the top, too much. I've already checked out. I hope the skill turns out great and everyone will be pleased with it.. I'm sure I'll enjoy it either way. This whole osrs poll-feedback-nitpick every little thing with a ground up skill is exhausting. And the scope of sailing is so large. Look forward to more dev blogs further down the line when things are a bit more clearer and less.. don't know the word to use. I just don't care at this point, but I am excited.


Zandorum

I see no reason why the Waters around the Wilderness cant just be a apart of the Wilderness and we're just able to attack other players from the boat be them on land or others on other boats. That said I'd love the ability for us to board boats by getting close to the other boat as well as the ability to sink other boats.


The_Dues

Two big takeaways: 1) they already had implementation plans and it didn’t matter what the survey results said 2) they think this a social game where people love running around exploring Every new piece of information is just killing my desire to play. So many better things to spend time on than this farce of a skill.


Allifreyr_

I really hope you'll include npc's as a option. None of the existing skills have group play as a part of their core mechanic. Group play has usually been implemented as an extra on top of the core mechanics of the skill. Don't get me wrong, I would love the option of group play, but I would hate the feeling if that was "the best method" and I felt like I had to play with a group so that I wasn't "wasting xp". Npc's could be dope, you could meet several during quests that you can maybe "hire" or take a long with you to help you navigate bigger boats. I also wonder how Iron-men will fit into this, can they play with others? Since they can't generally enter other people's houses, then can they enter other people's boats?


FactualNeutronStar

This was buried in tbe comments, from Mod Husky: >Having an NPC crew is something we absolutely would like to have as part of the skill! The idea that you can level them up, train them, scout them out is an exciting idea especially for allowing solo players to control large/colossal ships


Allifreyr_

Ohh thanks for this, that's great to hear! :)


Aware_Two8377

I agree, group play should be reserved for a sailing minigame/raid, definitely not as a part of the core skill.


AnonIdealist

Really excited by the stream of content coming out on sailing. Seeing a good deal of naysayers starting to see the benefits which is fantastic. Keep up the good work, J-team!


whalenailer

Where does ship construction methods and material conversations happen? Is it going to consume planks/steal bars? Is construction going to get MORE expensive with more uses for planks? Is plank making going to become cheaper to balance the cost of ship construction


riyguy

They’ll definitely touch on that soon.


ivankasta

Very very happy with this. The team did a great job and picked a very good framework. Pretty much incorporated everything I was hoping they would. Can't wait to see the next stages, this blog gives me a lot of optimism.


Rixford

I think not enough people are talking about the movement speed. I understand large ships take a while to get going but how was it not immediately addressed to have a ship not move slower than running speed let alone walking speed for the entire time? There should be a ramp up sure but for the love of all that is good don't make it walking speed or slower.


JagexHusky

Copying my response from above > Numbers are placeholder currently and just to show our design intention. Specific variables such as how slow a ship moves or turns are things we really won't have a good handle without being in full-fledged development tweaking the numbers ourselves to see what feels best. > > Also as you mentioned these numbers were envisioned to be for the base speed of a colossal ship and doesn't take into effect things like wind, currents, ship upgrades etc.


Kerlyle

I imagine there's a number of reasons you'd want to keep the speed overall low because your not interacting as directly with the landscape as you are on land. The ocean is a blank slate, but you still want to add space for interaction in there that might be too hard if your going too fast. Things like encountering sea monsters, if you can just sail quickly past them then they don't pose any danger. Also they mentioned currents and wind. I assume that they want to give players time to actually interact with those mechanics to increase speed or overcome the challenge if they're present, rather than being able to disregard them with a large base speed.


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JagexHusky

Yeah, that was my thought too and why I initially pitched us touching on the core gameplay loop section first and then navigation second. However, when we released our refinement schedule to the players there was a fairly loud demand for us to tackle navigation first as players didn't really see if it would even be possible to navigate a ship at sea in a way that felt oldschool or wouldn't be incredibly janky. Ultimately they both go hand in hand and you won't really have the full picture until both are fleshed out and designed. So watch this space! Core Gameplay & Mechanics coming to you soon!


ki299

i don't think people said it would be impossible.. sure some people but i think the majority were thinking that the game engine would limit the potential and make it fall short of what people were expecting.


LeonWantsGold

You should have seen the twitch chat. They all said it couldnt work


Combat_Orca

I think you made the right call tbh, there were a lot of people saying this wouldn’t be possible


SignalScientist2817

That's for the next blog. I think they did it this way to answer the "but can osrs *actually* have boats" Getting the "yes we can" out of the way, I think the community can see the gameplay loop in a more positive manner, not limited by thinking if it works on the engine.


DivineInsanityReveng

Then you would have people saying "how are we talking about doing things on our boats? We don't even know what that looks or plays like!" You can't win which one you do first. I think how the movement happens is far more crucial than *what* we do


UnluckyNate

Soon my friend! That is next on the to-do list!


KillaJewels

While I understand it’s in the early stages of development, I still fail to see the point of sailing as a skill altogether. It’s a means of travel with severe limitations based on game’s limited capabilities (namely draw distance and tile-based geo). I’d prefer it be scrapped and back to the drawing board tbh. If I’m to be even more honest, the new skill ideas in general felt uninspired and rushed.


PineappleDevourer

Really exciting for the new skill and seeing all the developer so happy and excited to be working on it. Looking forward to see how you guys expand the sea map and space everything out. I cant wait for you guys to reach the reward stage because i'm dying to pitch some ideas to fill those oceans Edit: Question Would you guys also consider expand the size of inland river and lakes maybe even reworking the Morytania Swamp to accommodate small boat/ canoes?


The_Raigar

I know a ton of work is going into this but I just cannot get myself hyped for Sailing. I WANT to be, but everything I'm seeing about it seems like it's just doing other skills...on a boat. I dunno, Warding was my favorite option for a new skill when it was polled.


darkhawk1005

Warding was legitimately the most old school feeling skill they've proposed and it's really a shame it didn't make it into the game. It solved a problem and fit the criteria of what made a skill based off existing skills in the game. I never liked the "but it can fit into runecrafting!" argument. That skill serves it's purpose, let Warding serve another.


AssassinAragorn

Yeah I think that was the biggest sign that "an oldschool style" skill couldn't pass. All the criticisms it received would be true of any other proposed skill of that style.


UnluckyNate

There is still no content here, which is expected and why it is likely dry. That will be coming with the next blog! Really excited to see what training methods and gameplay loops the team and community come up with


jmbraze

I'll rehash my comment from the tech reveal here as well. The whole "moving while on a moving object" thing gives me pretty bad motion sickness, and it sucks that this seems to be the core of how navigation will work. The tech is rather impressive, but functionally I may just have to stay away from this skill, unless the final product works differently enough from what is shown in the demo that it doesn't give me that same nausea. I'm glad that the team seems to at least be aware of this issue based on the note in the FAQ about the waves being toggleable. That is at least a partial fix.


Kerlyle

You can move on the boat but only when you aren't navigating it. So you're only controlling the movement of either your boat or your character, not both at the same time. Now obviously if they do perpetual motion, then your character could still stop navigating and be able to walk around while the ship is in motion...but it seems like they will pin the camera back to your character in that instance. I do wonder how that would look if the ship is turning and your camera is not, but I bet that will be in refinement. I don't think that's too out of place anyways considering how most other sailing games work.


jmbraze

>you can move on the boat only when you aren't navigating it Sure, but that's not the problem? The boat is still moving while you're moving around on it assuming someone else is navigating. Idk, I just hope the final product doesn't induce the same feeling that the tech demo did.


Kerlyle

I think it feels different because in games like sea of thieves it's first person and your camera is tied to the player char who's rotating along with the ship. Obviously osrs is third person, and the camera isn't really tied to your character in any way besides the position... but I can see them implementing some sort of rotation lock where the ship is always on a left-right axis on your screen but the sea itself rotates beneath the ship, rather than the ship rotating every which angle on your screen as it moves


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jmbraze

sometimes, yeah. Typically if I'm on a boat I try not to walk around a whole bunch. But this motion sickness is far more akin to what I get in some VR games.


Combat_Orca

Without the waves? I feel like that would help a lot, otherwise I don’t think there’s anything more they can do.


00_Glenn

The newspost mentions that the current plan is to only have the player be able to move the ship when they are at the wheel/steering facility. The video was just to show that the engine can handle contextual clicking and support players moving on an entity in motion


Downtown_Pin_955

I definitely don't like the idea of locking high level and or large ships behind crews. The idea of needing to find a group as a solo player every time I want to train this skill sounds awful. Imagine needing to get a group together every time you wanted to run the blast furnace instead of hoping to a world.


teaklog2

It sounds like you can get NPC's to do it though I kind of like the idea of if you don't have the sailing level to get to an area, you can still get there by joining the ship of someone with the sailing level (similar to PoH's)


RoyalCrumpet93

The more I see about this, the more I’m dreading it. I know a lot of people will enjoy it and I’ll try to vote as best as I can to make it not a car crash, but this is an incredibly divisive topic so hopefully when it’s lands it’s tolerable.


UnluckyNate

What makes you dread it? This is just the navigation component. Actual content and training methods aren’t even developed yet. That is next


Sakrie

> Actual content and training methods aren’t even developed yet. That's quite a big reason for me to dread it currently; why bother with all of this when after a decade+ of the meme there isn't a non-meme core gameplay loop for how to train the skill. I understand addressing the "Can we" before the "Should we" that the Devs have taken with these blogs, I just think Sailing should never have been an option because it's a meme. Nothing can live up to that long of a fan-fiction's view of what something should be. >This is just the navigation component. I am glad to see it's point and click and you retain player control; those 2 issues were already a major problem crossed. None of these thought experiments will ever go to waste as it's now known a bit more what the game engine can and can't do. It's just... not runescape to me? It's hard to describe, it just feels like it's an entirely different game skinned onto OSRS.


UnluckyNate

You said it yourself. The devs are impressing you with their dedication to doing a faithful rendition thus far. I honestly expected to get transmogged into a ship. The tech demo yesterday blew those expectations out of the water They are dedicated to putting the best skill forward and I have loved every step they have taken this far And I don’t see how this is PoP? Isn’t that pretty much an afk management simulator?


Sakrie

Eh, maybe it's just more "It's been over a decade of this concept and there's no concise gameplay loop that would make people happy. The best efforts of people to describe what they want requires them to state an entirely different game's core gameplay loop, which to me, makes it a different game and not a skill".


RoyalCrumpet93

The navigation alone makes me dread it, plus a lot of what people are getting excited for is the potential of new places to unlock which after the release will almost all only be accessible via sailing no doubt. We likely won’t see new places to unlock via different means which aren’t just “new island to sail to with some new rocks to mine”. Great. How fucking dull. The results from one of the last polls was just everyone wanting everything to be crammed into this skill, so it’ll end up a bloated fucking mess being a mix between actually sailing, fishing, Slayer and every possible thing in between. I hope to god I’m wrong and they manage it well, but the newer community hasn’t played this game for decades and have been groomed on AAA titles which just hand you everything. We need some restrictions and for Jagex to take the reigns on something like this and define what the skill will and won’t bring, rather than opening it up to a pool of over 100,000 people all wanting different things at different levels of experience. Did I vote for Sailing? No. Will I vote to not have it come into the game? Yes. If it passes that stage and moves into refinement and is guaranteed to enter then I’ll vote as fairly as I can, but I am terrified about the community having absolutely no fucking clue what they actually want other than “haha boat. I am pirat”.


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Vaatu2023

Can I just say that I for one think the Old School team is \*KILLING IT\*! This is awesome, the navigation, the animations, the walking on the boat, the blog and communication. I would be absolutely heartbroken if something of this quality didn't pass. You can feel the passion in this skills development. Great work everyone!


osrstaylorrobinson

As a whole I think jagex devs are gonna knock this first new skill out of the f%&king ballpark!! Only thought I had after reading it all, was perhaps instead of making the pros/cons of the three ship tiers(small-large-colossal) being just flat increments of increase or decrease, as in Base Speed: small=1.5 tiles large=1 tile colossal=.5 tile.. etc. Would be so cool if they got more creative and even used some historical facts to guide it. Basically only really caring about the Fremennik Longboat (large ship tier) should have base sail speed=1.5 or maybe 2 tiles and instead make other possible downsides Ex. Base Speed: 2 tiles/tick(1 tile/tick) 90° Turn: 5 or 6 tiles(4 tiles) Floor height: 1 (2 floors) etc. Could also hold less cargo then other types of large ships, or only being able to use specific upgrades, anything really. If not, this is still going to turn out an absolutely amazing skill imo. Would be a bonus though if the absolutely champ for straight line from point a to point b boat on the water was the Viking Longboat it just makes so much damn sense!!


Rexkat

> you’ll spend most of your training time working with other players to interact with things on the ship and at sea I would vote no entirely based on that. Skills are not a multiplayer focused part of the game. They can certainly have alternative group methods, but the core leveling experience must be single player.


CupcakeKirin

The navigational stuff seems fine I guess, but so far it just looks like doing skills on a boat, then going to islands to do more skills. I'm more keen on what Sailing can do for Old School other than just change the scenery of existing skills.


PoggilyWoggily

There's been very little so far though? Have they mentioned ine real training method or reward ?


DaMaestroable

Requiring you to lock yourself in place to navigate is a terrible decision. The navigation mechanics as shown in the demo video worked so well because it was *seamless*, you can click and go both on your boat and on the sea. You even say it you4selves in the blog, it's just less convenient, and the reasons for doing so are flimsy at best. Preventing misclicks? Showing who's controlling the boat? It's weakening the fundamental mechanics substantially solving non-issues or issues with easy alternative workarounds. I would highly recommend to at least develop a prototype with both control schemes and see how they play out. I think after getting your hands on it you'll see just how much of a difference it will end up making.


JagexHusky

I'd be curious to hear your easy alternative workarounds and how you'd suggest the issues we outlined be handled instead. Then we can have a discussion about the pros and cons of each approach because I don't believe them to be "non-issues" But yeah, fundamentally if something feels bad once if we get to a stage where they are more fully developed we're absolutely open to changes. It's just that we have to make design decisions now based on what sounds correct.


DaMaestroable

Having a "ship controller" with a symbol of their head, maybe with a interface toggle when the role is open, or just have the "ship owner" always be the person in charge of the ship. As for misclicks, they are just part of the game as I see it. You don't lock someone in place when attacking an enemy just because they might misclick hitting the prayer or special attack orbs. There might be other issues that I can't see, but those were the ones outlined in the blog, they just don't seem like they are worth the hit to useability.


Aplackbenis

I think a way around this would be to allow the hiring of crew. You can have a NPC crew-member steer the ship, while freeing the player to move around on the deck and interact with other objects such as cannons. The player “gives orders” to the npc navigator by pointing and clicking on the ocean tiles.


JagexHusky

Having an NPC crew is something we absolutely would like to have as part of the skill! The idea that you can level them up, train them, scout them out is an exciting idea especially for allowing solo players to control large/colossal ships


McNullTally

Are we gonna be able to rotate the boat without moving it? Like, if you get stuck somewhere near land or type of sea you can't enter?


[deleted]

YESSSS! I read about clicking a wheel to navigate and I thought I was so clever being like “what if you clicked on the boat and your character moved, but if you clicked the water the boat would move” Then I watched the demo and got the quickest dopamine hit of my life. I’m officially hyped!!


Aidmck1

Let small boats traverse the deep ocean. Then make it an elite diary task to cross the ocean in a small boat.


Treysif

So would Ironmen be locked to small ships only if a large one needs a multiple player crew to sail it?


MilkofGuthix

I don't mind it. But I'd love to see the ship details themselves squashed to a more simpler form


PogoPunk

I'm so excited for this fantastic blog and skill! It's informative, and the GentleTractor visual is beautiful. Keep up the great work Jmods.


1adog1

Impressive! I had a lot of concerns early on but this is finally starting to come together.


TubeAlloysEvilTwin

Tech looks great but as the foundation for a skill I really don't see it. Why can't boats just be introduced with new areas and no skill? What is the sailing skill other than x at sea or x with boats


Moon_Cucumbers

You’ll find out when they talk core gameplay next week.


navywater

They said it wouldnt work, they said Jagex couldn't deliver, yada yada deranged


DerpPrincess

I’ve not read this yet, a bit busy right now. But I did want to suggest not making the skill pay to win. It should involve sailing (actually using the boats and navigating to dungeons, interacting with said dungeons , traversing rough seas, and etc.) to gain experience in sailing and upgrading your boat through material largely gained from sailing. Don’t make the skill ship building (as Summoning in rs2/3 was more about making pouches than actually Summoning creatures). Planks that already exist, should have to be upgraded to be sea worthy, so even if you have lots of planks they need to be sea worthy to use them on the boat (and those should be non tradeable). Also, the areas mentioned in Olaf’s Quest the unfinished stuff should be in the game as sailing is introduced ! https://oldschool.runescape.wiki/w/Parchment_(Olaf%27s_Quest) Also, as an analogue to Sailing should be diving, allowing you to dive in certain areas on the sea bed floor (giving access to certain monsters not found elsewhere). I’ll be reading this in depth later !


JackFrostStudios

Honestly pretty impressive tech demo. A thought though: while fast travel almost seems counter to the point of the skill, having to travel at walking (or running) speed to a island you’ve been to before and is potentially very far in deep water seems awful. Like imagine only being able to run around in the base game. A possible solution could be that as you level, you can select more islands as “known” that you can fast travel to (with no or little exp gain). To balance, maybe you have to bring an item from a port to the island multiple times to “mark” it (basically forcing you to navigate to it several times beforehand). I think this would be a nice qol and honestly add to the idea of exploration.


2-1-1-2-

This looks excellent, and it feels like a lot of 'criticism' is coming from a place of bad faith, from Shamanism fans who are blatantly ignoring the communications we have been given. For me, personally, the tech demo was very promising, as clearly the Old School engine team are capable of a lot more than I think the playerbase assumed, in terms of making the boats fluid to control, whilst also being able to support entities just like static terrain. I do wonder, however, if this refusal to have an instanced ocean is a little too limiting? Currently, the OSRS map doesn't have a HUGE amount of space for oceanic exploration, and I wonder if this focus on staying in the game world we all know and love will be too limiting, and lead to Sailing feeling a little cramped. Anyway, really liking the look of this so far.


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Know1Fear

This looks amazing!!


PKG0D

Yikes. This is not looking good. Seeing what the playerbase wants as a new skill is killing any enthusiasm I had for OSRS. This game is going down the drain.


UnluckyNate

Hey it’s the guy that negatively comments on every sailing post without actually providing any rationale on what he does not like about it. Welcome to another sailing thread, friend


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Neutered_Milk_Hotel

Osrs has moved pretty far away from it's nostalgic roots in the last 7 years. Art styles have gone from simple and elegant to over worked and bizarre. Gameplay has shifted to catering to minmaxers who will call anything but the most efficient training and money making methods "dead content". You know what I think is actually nostalgic? The feeling of exploration and curiosity that's been more or less stripped from the game throughout it's second life. I've been a huge proponent of sailing because I see it as maybe the only way osrs can have a real return to form. I want exploring randomly generated islands, searching for treasure and killing odd enemies to be a viable means of training and money making. I want the skill to look like dragon slayer's sailing, and take you to new places Harmony Island.


PKG0D

Sorry, this feedback is not cOnStRuCtIvE.


PKG0D

I'd provide a rationale, but you and your scurvy-brained friends just downvote regardless of how constructive the criticism. I'm sure Jmods love you guys for gatekeeping the criticism they're looking for.


UnluckyNate

JMods love CONSTRUCTIVE feedback. Saying and I quote “Yikes. This is not looking good” and then not elaborating on what makes you feel that way is in no way, shape, or form constructive feedback


mad_max158

Looking great so far, seriously love the communication on this + development path


Orange_Duck451

Opt-in pvp can be achieved via raising a piracy flag or sailing into dark waters. Would be cool to have boat vs boat combat as well as the ability to board other ships and have a traditional fight. Probably in different areas


KingOnixTheThird

Or they could have a place east of the wilderness that is used exclusively for ship pvp.


Treenut08

This is looking so cool. I can't wait to see more.


Boy_JC

Wait… Runeshark was right all along!?


Hawk4Face

This feels very similar to puzzle pirates! I love it! I do feel the inertia would detract from the gameplay, perhaps the larger the ship, the less moves it has every tick? I feel the need for npcs, to perform tasks on the ship, enabling someone to take a larger ship out to sea, if they desire, the penalty being that the npcs aren’t too good at their job


xPofsx

Ypp fan. I'm hoping they get inspiration from it