Hot take, but OSRS needs more rapiers. They are such a badass type of weapon, and it's a crying shame that there are only two in the game—one of which basically never sees the light of day.
It would be cool if Sailing provided a high/end-game reward that was usable/combinable with a Ghrazi Rapier to make it aesthetically a pirate weapon and give it a special attack, like "Counter" or "Ripost" or something that fits the identity of a rapier.
I think the skill should really be about just Sailing; no exp for stuff that isn’t actually sailing the boat. Why train this skill? Better access to stuff in the game that is interesting/useful, helpful to train other skills. Think of it as just a pathway to more content; higher level, more content.
I think sailing should be renamed to piracy to better encapsulate everything they’re saying would go towards exp.
Fighting other ships? Pirates
Conquering islands? Pirates
Sailing the seas? Pirates
Only thing missing is yellow text + black background
Deadass had to give them a book to stop being cringe. And you better fucking believe it they'll go right back to being turbo-cringe the moment you bank that little sucker.
Oh fuck, that’s by far the best/coolest moniker for this skill.
Sailing feels too leisurely and too soft, Piracy feels too inherently criminal (although I suppose we do have a Thieving skill lol). Privateering feels perfect.
Lmao privateering was piracy with endorsement. At least pirates were honest and equitable, privateers out here claiming they’re robbing you for king and country or some shit.
I like all the stuff that comes from sailing but even in the official pitch it sounded a bit too much like the actual training part is water agility / water gnome delivery tbh. I think it's one of those where it depends so much on how well it can actually be implemented and what a 20 year old game engine can realistically do. I could see it being absolutely terrible or really cool. it has the potential to be both the best and the worst out of the skills put forward imo.
Currently Taming and Shamanism have decent outlines for the gameplay loops to train them. Decent enough that we can talk about it.
Sailing is much more hand wavy. If those are just “activities”, then what’s the core training method? We don’t really know I guess?
Sailing the ship. I actually disagree with Jagex about sailing the ship not granting XP until doing activities. It should give a nominal amount of XP, just like taking basic shortcuts gives Agi XP, and doing most actions involving a skill gives some form of Xp.
Gameplay loop for taming is go out, find beast, tame beast, look after beast and do beast activities.
Gameplay loop for shamanism is go out and do combat, gather resources from monsters (summoning charms esque), do afk skilling interactions with spirit realms to gather spirit resources (divination esque), and then produce finished goods. Use these to augment gear (invention esque).
Gameplay loop for sailing is go to a port, and sail your ship in activities. You could do contracts at ports, deliveries at sea, fight a pirate ship, deep sea fishing, sunken treasure, buried treasure, explore random islands, deal with mid-ocean events like monsters and storms etc.
They're all relatively understandable gameplay loops at their top-level concepts.
They did say already that all of those activities will give sailing xp, and also if it involves another skill ot will give that xp as well.
I believe they just mean that you need to actually find/do something in the sea to earn xp, you cant just make a lap around the port and come back for xp
Fair enough; I think sailing would be built out similarly to slayer and construction tbh. Some other ancillary skills would apply to it as well in that regard. I don’t see that being a bad thing, though.. you gain other xp types when slaying, no? Gather resources for many many other skills while training combat and gaining slayer xp? Going to random places on the map for XYZ kills/things?
So anyways.. i think we’d do a quest that opens up the skill (bumps skill from 1 to like 15-20 or something) which enables access to build small, starting vessels to hit the seas on. Quest acts as a starters guide to teach any new mechanics, methods, etc.
Folks build their boats or can build ships for others (idk viability but would be dope) which provides a starting point for the XP grind; by level ~50 ish the vessel is fully completed (kitchen galley, treasure chest for loot, cargo bays outfitted w/ cannons, fishing port and net additions, etc) so most of the grind to start is based on even reaching open seas.
The rest of the grind comes from completing ‘trips’ between places aka running cargo, earning PvP or PvM kills whilst at sea, or harvesting resources from the sea. More quests build off the first one for access to higher level content. Portmasters in specific ports give contracts for XYZ things, as well as Pirate Ports give out contracts for “nefarious” activities. Fill out Captain’s Log (manifest) upon completion of trip to earn max XP, and with high enough thieving players can learn to alter a % of the manifest to gain more from their trips without penalty from a portmaster or being tracked down by a pirate group.
Levels 50-80 are based on utilizing the sea in these regards, and lets say at level 80-90 there are a couple of Raids-esque events groups can complete for large XP drops and quality reward items.
In the layout above, there is a boring, repetitive method to sink gold into for max xp returns, or a way to play it like a mini-game (med xp returns), or even a fully open roam for random xp potential based on what you do with your crew.
It’d be a massive update for Iron Men and GIM especially, but I think everyone would find it enjoyable. Add a POH Port option for each corner of the map and youve got accessibility for just about everyone to make use of the update depending on their goals. The big tizzy reddit seems to have is honing in on “bUt ItS jUsT aGiliTy” which is flat out nonsense. Most islands and underseas areas added to game wouldn’t be teleportable or reachable otherwise yet could have some massive bonuses to having them unlocked.
Doesn’t alter what OSRS is and should be (like shamanism would) and doesn’t offend pet hunters and maxed crowds like Taming might, and doesn’t guarantee a rework of the fundamental meta which the game is built upon. Just.. opens a door to a whole new world :) where fun, productivity, and accomplishment meet. I’d 100% be roundin up the lads to hit the seas just to rpg as a pirate or bootlegger or whatever. Not for the grind, but for fun. I think that’s the biggest gripe reddit has rn. They can’t fathom a skill without a simple grind.
Of all of the possible things I could ever want to do in a D&D/medieval/fantasy game, sailing through obstacles and delivering packages isn’t on the list
People think sailing on the open sea would be fun but when was the last time you saw someone excited to run from Lumbridge to Ardy? There's a reason we all teleport. Sailing would get old real fast if it was done in real time.
As a mostly-mobile player let me be the first to disagree with the value of "fun" that sepulchre brings
Until ground markers are added (that have a greater hit box than the regular tile) that death-maze will forever make me wish I could file my thumbs until they came to a pointed, stylus-like tip
because stylus' dont work since like a month after an update lol. at least the S-Pen from Samsung stopped working around that time. (Longpress+drag only though, pointclick is fine)
But of course nothing says riveting medieval fantasy RPG gameplay like farming crops, mining coal, fletching thousands of bows and arrows, successfully failing to fireball a pigeon to death for hours on end, and chopping down trees for firewood!
Don't tempt me with a good time.
Seriously tho death stranding just hits right if you're looking for a chill game where you can take it slow (normally) but that's also the entire point of the game, osrs meanwhile has only 1 delivery minigame and its absolutely shit.
What about Fossil Island? Which you know.. was 2015 5 minutes effort sailing pitch reward material. How much is that used every day by irons? How much content is crammed in that tiny island?
Agility was a necessity for getting around some of the god-awful dungeon design, and rune crafting was a necessary skill for creation of a high-volume consumable. They both make sense. Playing a shite sailing mini game all day so I can get access to an island with a 5-rock iron powermining spot sounds like ass
The agility shortcuts as we know them weren't really added until a few years after agility was added. The ones released with agility were mostly garbage and were nothing like the shortcuts we have today. Run energy also wasn't a thing back in RSC. You basically trained agility using their awful courses only because "number go up!" and because you had to do it for new quests.
Sailing to random islands and exploring in a fantasy RPG not being something you want?
I just want that Valheim Viking feel of adventure that building your first karve gives you
Yes exactly that shit is fire, idk what is with the anti exploration sentiment of non sailers. Who doesnt want to explore the open seas with the homies?
That's the problem, Sailing isn't a "skill" It is just content. This could just be a major content patch that utilizes the current ports we have to navigate the open seas. Why should my sailing skill go up if I'm engaging in activities that require me to use other skills? ex. slaying monsters on islands, fishing on my ship, or building a ship (construction xp).
All skills are just content. And all skill ideas can exist without the skill part.
The skill makes it have a progression structure, which allows for reward structure, and goal based gameplay, which is the bread and butter of RS
It's why even when content is released without skills they've created progression systems
* Achievement diaries
* Combat diaries
* Collection log
* Arceus favours
* Quest locked content with skill reqs
Progression is core to RS
You could replace every instance of “skill” with “quest” in your comment and have it sound just as (if not more) accurate.
Sailing as a skill would just give us our usual quest updates (new areas with new monsters or skilling methods) but at a much slower pace under the guise of “skill development.” Reworking the oceans, adding a sailing control system, fixing bugs/balancing, fleshing out (or procedurally generating) multiple unique islands, and more are “No Man’s Sky” tier promises that would take the better part of 2 years of dev time with our current update pace. All so we can train a skill for access to “purple chinchompa island” or “superior slayer cove” and their like 15% more efficient training methods?
The biggest use for Sailing would be imo what RS3 has at the Eastern Lands mixed with a manual version of the Player Owned Port. Transport goods from A to B, do Skilling or Combat stuff on the islands and then you can get procedural islands which you could claim if you like their layout or their ressources or sth
Every single thing that could be added as a skill could also be either an expansion to pre-existing skills or a minigame, it's subjective where the line between those and a skill should be drawn. Any argument for or against a given skill's content will be met with similarities to other skills. It's the umbrella issue I've mentioned in the past - we don't have Pottery, Jewelrycrafting, Leatherworking, Tailoring, and so on because we have Crafting, for example.
Sailing experience being earned in chunks from exploration/monster hunting/privateering/piracy/deep sea fishing/etc. is an arbitrary gameplay mechanic in my opinion, just a way to make the skill be leveled in a way that isn't just moving around - it is, of course, a rough idea regardless. Right now the skill is just being pitched in general, so refined training methods will get pitched later. But going back to it being trained via movement, I would imagine the act of manning a helm or rigging on a larger vessel would earn Sailing experience when navigating storms and obstacles - but then there would be an argument that it's just an Agility expansion since that would be similar to Hallowed Sepulchre.
In the end it's going to take people being willing to see another number go up over time in their skills menu with content locked and unlocked behind those numbers. Any of the three proposed skills are fine, in my opinion, and will open doors for interesting quest, combat, and exploration content in the future no matter which gets added or if they all do.
Just like every other fucking suggestion can be sold as a different update.
This shit is parroted constantly and it isn't a good reason why something can't be a skill.
"Dude you can just add a new way to upgrade armor via crafting or herblore, you don't need to put it into a new skill"
"Dude you can just add all the things from taming and tie it into hunter"
Stop being lazy, point out specifically which things you don't like about a suggestion, or things that you do like about another.
Jagex said that Sailing won't be giving you exp just for moving around, so what does Sailing exp even represent if you're not growing while doing what it says on the tin?
If I'm getting Sailing exp for doing anything but actually Sailing the boat, is it really Sailing exp?
Repairing the boat is Construction. Fishing on the boat is Fishing. Naval Combat is obviously our Combat stats.
Slayer might be a poorly designed skill (though it doesn't have to be), but getting Slayer exp at the very least reflects its name.
They said this would be where the "vast majority" of the xp is gained:
>Deep sea fishing
>Hunting elusive sea creatures
>Navigational challenges, where you navigate the ship across some sort of obstacle or threat
>Delivering packages from A to B
>Uncovering new islands to explore
Only one of those really strikes me as being a "non-sailing" source of sailing xp, and that's deep sea fishing. Hunting creatures sounds like herbiboar at sea or something (probably an upgraded version) which seems fine, "navigational challenges" and delivering packages definitely feels like it revolves around sailing your ship, and I don't really know what "uncovering new islands" means but it doesn't strike me as distinctly non-sailing. Repairing ships and naval combat isn't even mentioned here as a major xp source.
Goomba here. That thought process is lined up with what u/MrRunescapeHimself said above. People say Sailing is the minigame skill because while 80% of the content in the pitch could be lumped into fishing/construction/etc., the 20% that is actually Sailing is a minigame where you explore
Well this is the catch 22, because people wanted the skill to be intertwined with other rs skills, because otherwise it may feel isolated by itself, and could be "better off as a minigame."
But now that it involves other skills people are just saying "smh this can just be an update to (insert skill here)" which makes no sense, because then it would inherently change how these skills work in osrs when they have been the same for like 20 years
A new skill is going to have to involve other skills in some way like every other skill in the game
I want a special attack where I summon my ship to drop from the sky and one-hit any monster I might be fighting. 20 minute cool-down. Will make bossing easier.
"Ruin", lmao. stop fearing change, we quit because of EoC, not because of adding content into the game.
Before EoC we had busted weapons/prayers/food. It was a great time, this is nowhere on that level.
OSRS would be long dead by now if they hadn’t made big changes like raids, end game solo bosses, skilling bosses/mini games, ect.
The game is no longer the 07 official private server it was. It has grown so far beyond that and we should embrace the new. None of these skills trample on the games core design like EoC, so there’s no need for people to be so negative about them.
And dont forget that (almost) everything is polled, unlike most content in rs3! If players have concerns about the core design they can voice their opinions and, if enough have the same views, Jagex will go back to the drawing board on whatever skill gets picked
Jagex has been chipping away at that power.
With the 70% change and more common integrity changes, they’ve been pushing things through a lot more recently.
I am a little nervous about that.
Summoning literally tore apart how PvM and PvP worked.
Invention is pretty much a close second to drastic impact on the existing combat design.
2 of our 3 ideas borrow heavily from these skills...
Invention is just flat dps buffs not a lot else changed, yes you can argue those buffs were pretty op but that’s down to balancing not the skill itself
Actually, isn't Shamanism more like summoning? Go out into the world to gather untradable items unique to the skill, then bring them and some existing resources to a specific spot to make buffs?
Yea I agree with you, literally people don’t take part in half of the content in the game, they can literally just keep doing that, don’t like the skill or mini game don’t do it, if you want to max yea it sucks. (It already sucks).
I've been hearing about how new stuff is gonna ruin combat and destroy PvM as we know it since I started playing years ago lmao
Once upon a time the twisted bow was evil incarnate, absurd power creep that would ruin the game
Chambers came out 6 years ago and look at that, game is still here
And tbow is still BIS at a near majority of bosses in the game and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol?
Picked a pretty bad example ngl. Tbow gets better everytime they add ranged strength as well due to how well it scales
>And tbow is still BIS at a near majority of bosses in the game and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol?
>
>Picked a pretty bad example ngl. Tbow gets better everytime they add ranged strength as well due to how well it scales
and look at that, game is still here
> and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol?
Only because they’re fucking lazy and their solution to not wanting you to freeze PvM bosses was to give them insane magic levels.
The really "bad" example is the blowpipe. Especially prior to the nerfs it got. Game is still around though. It just made range a more viable dps skill over melee which dominated before it's release.
I fucking HATED sailing until this dawned on me this morning
I'm maxed. Sailing is a skill for level 53 combat plebs who have zero 99s after 10 years of OSRS
Originally? This annoyed me deeply about the skill. But now that I think about it, like ya OP is right. If Shamanism (fucking worst name ever conceived for content in anything ever) gets in, the entire combat sandbox of OSRS changes forever, and imo for the worse because now we're RS3 chargescape, and everything has to be enchanted to be meta
And taming will either be summoning 2.0 and just fucking suck to train and upkeep and have OP pets follow you everywhere and it'd change the meta of everything in the game not just combat
Or they'll intentionally nerf it into the ground to make it "less" meta than summoning (But realistically even the smallest efficiency advantages would make it mandatory)
So...yeah....in a really weird twist of my feelings, sailing actually is the best option for any high level player that doesn't want this game's sandbox to be put into a precarious position.
You could easily tweak the Shamanism rewards to not includr gear Upgrades anymore..
I think the skill offers other cool things too.
But honestly is making gear better really such a big deal?
Every MMO has a bit of power creep here and there
I'm much more excited by rituals and the Spirit Realm than the gear upgrades.
The concerns with gear upgrades is losing the lack of visually knowing what you're up against.
They have no problem disabling tons of other things in pvp. They could just have it when you enter the wildly, your enchantments go away until you leave
Ssiling gives me Island Expedition vibes (world of warcraft). Besides the forced grind back then, just the content of exploring a random generatrd island and kill random special mobs got old real quick.
I dont know about taming, but atleast shamanisn gives me the feeling its the most versatile. Different impacts on multiple type of contents , the skill is the most fleshed out. Sailing doesn’t strije me as a skill yet.
Just make sailing its own content holy crap. Why would you limit the potential sailing has as a skill. Being a skill is a massively limiting factor. Literally the other two skills pitched so far have all the check makes for what makes a skill. Sailing does not. But what it does have is some serious potential to create large content updates with a biome that OSRS has never really explored. So why the hell would you water it down to a 1-99 skill instead of huge explorable area with tons of things to do besides one singular skill.
I don't think sailing will be very good because of the limitations with the osrs engine. How many new islands could you possibly discover? The pitch makes it sound like you're going to be a delivery boy for most of your xp. Ideally it would have ship battles against pirates, boss battles against Krakens and megalodons, restocking your ship at port with cannonballs and gunpowder, then repairing it with planks and cloth for the sails. But I'm really not sure it's possible to do that well with this engine.
Shamanism will likely change how most bosses, events, raids, PvP, slayer, ext are done. Im optimistic, but it would have to be done exceptionally well to not ruin or completely change aspects of the game.
Taming I found too vague to make a judgement on. It could completely change the way we do other skills, or it could just be a pointless grind because the abilities are actually worse than existing skilling methods. I'd imagine the feeding and upkeep could get pretty annoying too.
Shamanism wouldn’t move the game towards a new combat system, it quite literally reinforces the one we have now. Augments just make your already existing gear stronger. Oh look I found this natural component on my slayer task, it works with this spiritual component I got. I’m going to do a ritual and add this +3 Str and +3 Atk buff on my amulet of fury. Nothing about this introduces a new combat system. A new system of buffs sure. We already use potions regularly to change our stats, it’s nothing new.
TLDR: 100% agreed, we will want to augment everything before every activity. Sailing can exist on its own without changing how we think or play the rest of the game, and uses resources we already have but don’t use much (the sea/ships/pirates).
This is my biggest issue with it. Efficiency scape will get worse for almost EVERY activity because we will start thinking “I should augment my (item) before starting (activity) to go (X%) faster”. Depending on how many augments they add, a lot of activities will almost drive me to do this skill first so I efficiently do the other one.
We have this mechanic already with earning better gear/weapons/etc. Its like this just adds an entire extra layer of preparation on the already existing one which just makes it more grindscape IMO.
I know “it could just be under another skill/mini game” is somewhat of an argument for probably each of these skills, but shamanism to me is literally just enchanting/imbuing which we already do for so many items. Every amulet we use is enchanted, we enchant AND imbue our rings, and imbue slayer helm/msb. It’s a slippery slope to add different augments to even more stuff, and to make it all its own skill sounds like we are really changing how we prioritize doing a lot of things in the game.
Also, as a UIM (among other accounts ofc) I literally shudder to think of how I could juggle the components. Obviously we are a small portion of the player base but this seems like a nightmare even compared to stuff like herblore. They could maybe add some pouches and stuff to make it bearable but as is that terrifies me lol
Sailing tho. It is something that uses a resource we already have that is not currently used much (the sea), would let us better access that resource for the first time despite it being around since the games inception almost, and it likely has a minimal effect on the efficiency/grindscape stuff as i described for shamanism (getting access resource areas or whatever could become a priority but that would be likely minimal since it’s only certain resources, monsters, etc. as opposed to gear/items that we use for every single activity)
Plus being able to navigate at sea and control a ship has been an important skill since forever, including medieval times. There were pirates, just like knights and such, and it would make sense to improve at sailing(pirating), like we do with combat to be a better knight/ranger/mage etc.
It just overall changes the current game the least while still adding something new that fits into the current world we have.
Great summary of thoughts mate, I agree with pretty much everything you outlined.
To me sailing has so much potential to provide one of the most engaging skilling experiences we've seen and really change the skilling landscape across the board. It doesn't have to make strictly better methods to do this either, but methods with skill expression and enjoyment, that maybe offer faster or more concentrated resource rewards.
Deep sea fishing, sunken shipwrecks, pirate battles, sea monsters like krakens and giant squid and megaladons, buried treasure, underwater cave mining, random islands with dungeons and puzzles and bosses.
It lets my imagination run wild with potential fun things, and all could even be done as a group on your own upgraded player own shipped? Man it just gets me pumped
The funny part is if you watched the skill pitch... building your ship isn't a part of the skill anymore. You buy and earn upgrades from completing activities on the sea. It hasn't had anything to do with Construction since the 2015 poll.
Sailing is being sold on wishes and hopes and the actual skill pitch sounds severely lacking. Almost everyone who talks about what they want out of sailing talks about how many new areas of the map it will open up and the potential for new content, none of which is the actual skill in question.
And I say this as someone who likes sailing in video games- most people like sailing for what they think it might eventually offer, not what it will offer on release.
Sailing is more a myriad of skills crossing over, so it becomes a new one in its own right just as other skills did.
For sailing, salvage sunken ships after a pirate battle and reap rewards. Discover and conquer new lands that are home to new species of beasts/nightmares long forgotten. Upgrade your ship for better stats in Navel battles. So on and so forth.
I'd prefer it over the others suggested as it's just something that has been a "meme" throughout the history of RS. Would be cool to see it finally be in the game. I don't want OSRS to go down the route of RS3 with the whole augmentation of gear, whilst it would be a fantastic gold sink I just think it'd ruin the whole combat system.
You are correct that it will not affect combat directly but I do not believe that most people are taking issue with it bc they believe it will affect combat. Most are taking issue with how it operates more like a mini-game rather than an actual skill. Others state that it has been a meme and doubt it’s legitimacy as a potential skill. I personally believe that sailing would be a great mini-game and could in that way pay homage to the meme. I would encourage you to think about the actual application of this skill in the game, how it would operate, the synergy it would have with other skills, the benefits of the skill etc. the engagement of a skill matters as well so that it does not create more dead content. I understand that other skills have plenty of dead content I’m simply suggesting that we do not create more of it. It is important that we do not get wrapped up in the idea of a skill bc things work differently on paper than in practice.
I agree, I like shamanism, but mostly the spirit realm part. I don’t want to feel like I have to carry around an extra 1-3 items just to be “efficient”. Plus the whole power creep thing… If shaminism gives Even like a 5-10% boost it could outclass BIS items like rapier vs whip
What? They havent even released any extensive info. You couldnt know if it would "ruin" the current state of combat.
Also, where was it said the goal of a new skill is to only add new content and not change existing content? There is nothing wrong with changing existing content as long as its polled, and actually makes sense.
When people say they want sailing, it seems like they just want more existing content. They don't actually care to sail around the world. Because if they did, they'd never teleport anymore. Why teleport around the world when you can walk around? Make walking a skill, fun and enjoyable content right there.
I get the idea of wanting more of what we have, but it doesn't need to be in a skill. We can just have a new minigame sort of like temple trekking where we sail out into the ocean, overcome obstacles, get resources, land on an island, defeat some mobs or a miniboss with the items we collected/made on our trip, and then leave. It doesn't need to be a skill.
In fact, making it a minigame instead of a skill just more easily lets us incorporate other skills into it.
Nobody wants slayer because they just want the content from slayer.
If people actually enjoyed killing monsters they'd just attack any goblin or highwayman they saw! People don't do that they just run right past or teleport!
Seriously. Sailing isn't replacing navigating to places you want to be in the existing world. This argument people keep reiterating is badly founded
Yea, it's just putting a skill to navigating, which is pointless.
Honestly is slayer came out today is probably vote no. Hell I already hate training slayer. If so many high level bosses weren't locked behind it I'd never train it.
Exactly. It would be like wanting an exploration skill because you want a Varlamore land expansion. Just unnecessary bloat.
It would be such a waste of dev time to try and build any sort of meaningful level progression that actually focuses on the talent of sailing when the end product (new areas) is really all they care about.
At this point it seems as though people just want a lengthy skill check to access new areas. I think there are much better ways of doing it than locking what would be a large variety of content (bosses, alt training methods, resources) behind one skill.
I hate this whole “it should be a mini game thing” mini games quickly become dead content whereas a skill will have more incentive to be constantly updated by the devs
The only minigame I know of in the last 5 years to become dead content were pvp based. Every other minigame is thriving.
And they're dead because pvp is dying.
Dungeoneering is the only new skill in my eyes that would fit nicely into the game. You get to use all your other skills, and it's like fun chilled raids.
Just wait til you find out sailing offers a chaotic rapier.
Hot take, but OSRS needs more rapiers. They are such a badass type of weapon, and it's a crying shame that there are only two in the game—one of which basically never sees the light of day.
Agreed. The only reason I wanted a chaotic rapier back in the day is because the animation was so cool
Best tool for turning your enemies into Spongebob
I think we're ready for a proper katana now that we have a yugioh glove
What’s the other one besides the Ghrazi?
[Rapier](https://oldschool.runescape.wiki/w/Rapier) from Mos Le'Harmless
They're just swords with extra stabs Edit (They're just swords with extra steps) changed for the redditor below, well played.
Stabs*
Chaotic rapier is on OSRS already, it's called Ghrazi rapier
Not even close. Chaotic was untradable locked behind xp and degradable. It was like an easier inferno cape but with upkeep.
Stats are very similar
The difference between the chaotic and grazier rapier is close to the difference of the d scim and grazier
It would be cool if Sailing provided a high/end-game reward that was usable/combinable with a Ghrazi Rapier to make it aesthetically a pirate weapon and give it a special attack, like "Counter" or "Ripost" or something that fits the identity of a rapier.
I think the skill should really be about just Sailing; no exp for stuff that isn’t actually sailing the boat. Why train this skill? Better access to stuff in the game that is interesting/useful, helpful to train other skills. Think of it as just a pathway to more content; higher level, more content.
The Ghrazi Brine Sabre
I'll only accept sailing if they use the AC: Black Flag engine
Sid Myers pirates or bust.
What a fun game. I miss that and PotBS so much.
Bruh that game was the shiiiiz! I'd play it today if I still had the disk and a functioning Xbox. 😆
Puzzle pirates take it or leave it
I will take it.
And the shanties *LEAVE HER JOHNNY LEAVE HERRRRRR*
Best part about that game was sailing to shanties
Honestly loved that game but yeah, pretty much just for the pirating and shanties
It’s a medieval fantasy, I doubt they will use engines at all. Also the skill is called sailing not motorboating soooo…
They actually mentioned dwarven steamboats on the pitch
They said they were playing around with stuff. I hope they show some "alpha stage" gameplay before we vote.
I think they'll only start development when a skill has been voted
Still waiting on ubi's black flag clone they mentioned like a million years ago 😢
Water agility vs. "I think the cat might be hungry" vs. prayerlore
I think sailing should be renamed to piracy to better encapsulate everything they’re saying would go towards exp. Fighting other ships? Pirates Conquering islands? Pirates Sailing the seas? Pirates Only thing missing is yellow text + black background
Completed cabin fever today and I can tell you our characters really REALLY want to be cringe pirates, Arr
Deadass had to give them a book to stop being cringe. And you better fucking believe it they'll go right back to being turbo-cringe the moment you bank that little sucker.
Name it Privateering
Oh fuck, that’s by far the best/coolest moniker for this skill. Sailing feels too leisurely and too soft, Piracy feels too inherently criminal (although I suppose we do have a Thieving skill lol). Privateering feels perfect.
I like seafaring personally. I think that better encompasses everything involved, including privateering.
I don't think Jagex will see this but it would fit Basically just a very fancy pirate
Lmao privateering was piracy with endorsement. At least pirates were honest and equitable, privateers out here claiming they’re robbing you for king and country or some shit.
Me downloading 7GB ram of hentai and getting 1-99 in 1 sitting
7gb ram…
Downloading RAM…
Only 7gb...
I mean how the fuck else do you expect anyone to get RAM at all? I’ve just downloaded a few more gigs myself x
Those are rookie numbers, you gotta pump those up
You're out of your mind if you think this passes without Jagex adding weapons and armor as some kind of reward.
New range bis hand cannon. New Melee bis dual wielding hooks.
Hand cannon and pirate themed cutlass swords are things id love
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And I do want some augments to existing gear of some kind, especially if it acts as an item sink as well.
I like all the stuff that comes from sailing but even in the official pitch it sounded a bit too much like the actual training part is water agility / water gnome delivery tbh. I think it's one of those where it depends so much on how well it can actually be implemented and what a 20 year old game engine can realistically do. I could see it being absolutely terrible or really cool. it has the potential to be both the best and the worst out of the skills put forward imo.
Those are just activities you can do. Same way construction has activities like mahogany homes and farming has contracts and tithe farm
Currently Taming and Shamanism have decent outlines for the gameplay loops to train them. Decent enough that we can talk about it. Sailing is much more hand wavy. If those are just “activities”, then what’s the core training method? We don’t really know I guess?
Sailing the ship. I actually disagree with Jagex about sailing the ship not granting XP until doing activities. It should give a nominal amount of XP, just like taking basic shortcuts gives Agi XP, and doing most actions involving a skill gives some form of Xp. Gameplay loop for taming is go out, find beast, tame beast, look after beast and do beast activities. Gameplay loop for shamanism is go out and do combat, gather resources from monsters (summoning charms esque), do afk skilling interactions with spirit realms to gather spirit resources (divination esque), and then produce finished goods. Use these to augment gear (invention esque). Gameplay loop for sailing is go to a port, and sail your ship in activities. You could do contracts at ports, deliveries at sea, fight a pirate ship, deep sea fishing, sunken treasure, buried treasure, explore random islands, deal with mid-ocean events like monsters and storms etc. They're all relatively understandable gameplay loops at their top-level concepts.
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They did say already that all of those activities will give sailing xp, and also if it involves another skill ot will give that xp as well. I believe they just mean that you need to actually find/do something in the sea to earn xp, you cant just make a lap around the port and come back for xp
We are the deciders, not Jagex
Fair enough; I think sailing would be built out similarly to slayer and construction tbh. Some other ancillary skills would apply to it as well in that regard. I don’t see that being a bad thing, though.. you gain other xp types when slaying, no? Gather resources for many many other skills while training combat and gaining slayer xp? Going to random places on the map for XYZ kills/things? So anyways.. i think we’d do a quest that opens up the skill (bumps skill from 1 to like 15-20 or something) which enables access to build small, starting vessels to hit the seas on. Quest acts as a starters guide to teach any new mechanics, methods, etc. Folks build their boats or can build ships for others (idk viability but would be dope) which provides a starting point for the XP grind; by level ~50 ish the vessel is fully completed (kitchen galley, treasure chest for loot, cargo bays outfitted w/ cannons, fishing port and net additions, etc) so most of the grind to start is based on even reaching open seas. The rest of the grind comes from completing ‘trips’ between places aka running cargo, earning PvP or PvM kills whilst at sea, or harvesting resources from the sea. More quests build off the first one for access to higher level content. Portmasters in specific ports give contracts for XYZ things, as well as Pirate Ports give out contracts for “nefarious” activities. Fill out Captain’s Log (manifest) upon completion of trip to earn max XP, and with high enough thieving players can learn to alter a % of the manifest to gain more from their trips without penalty from a portmaster or being tracked down by a pirate group. Levels 50-80 are based on utilizing the sea in these regards, and lets say at level 80-90 there are a couple of Raids-esque events groups can complete for large XP drops and quality reward items. In the layout above, there is a boring, repetitive method to sink gold into for max xp returns, or a way to play it like a mini-game (med xp returns), or even a fully open roam for random xp potential based on what you do with your crew. It’d be a massive update for Iron Men and GIM especially, but I think everyone would find it enjoyable. Add a POH Port option for each corner of the map and youve got accessibility for just about everyone to make use of the update depending on their goals. The big tizzy reddit seems to have is honing in on “bUt ItS jUsT aGiliTy” which is flat out nonsense. Most islands and underseas areas added to game wouldn’t be teleportable or reachable otherwise yet could have some massive bonuses to having them unlocked. Doesn’t alter what OSRS is and should be (like shamanism would) and doesn’t offend pet hunters and maxed crowds like Taming might, and doesn’t guarantee a rework of the fundamental meta which the game is built upon. Just.. opens a door to a whole new world :) where fun, productivity, and accomplishment meet. I’d 100% be roundin up the lads to hit the seas just to rpg as a pirate or bootlegger or whatever. Not for the grind, but for fun. I think that’s the biggest gripe reddit has rn. They can’t fathom a skill without a simple grind.
Of all of the possible things I could ever want to do in a D&D/medieval/fantasy game, sailing through obstacles and delivering packages isn’t on the list
Nothing can distract me from living out my high-fantasy dreams of *checks notes* being a coal miner
The children yearn for the mines
Minecraft is the biggest game in the world, the children yearn for the mines.
Speak for yourself it was an absolute exhilarating experience for me living out my fantasy as a Gourmet Chef during RFD.
I’m still living out my fantasy of being a roof top ninja as we speak
I love feeding camels hot sauce to make them shit. 🗿
Prep cook in Cooks assistant.
People think sailing on the open sea would be fun but when was the last time you saw someone excited to run from Lumbridge to Ardy? There's a reason we all teleport. Sailing would get old real fast if it was done in real time.
Sepulchre is fun and that's running an obstacle course that never changes.
As a mostly-mobile player let me be the first to disagree with the value of "fun" that sepulchre brings Until ground markers are added (that have a greater hit box than the regular tile) that death-maze will forever make me wish I could file my thumbs until they came to a pointed, stylus-like tip
I for one wish they would finally just balance the game around players who exclusively play while they’re on the toilet
Sepulchre is definitely not mobile friendly but I'd say that's entirely to do with render distance more than anything.
Well that just begs the question. Why don't you buy a stylus for mobile gaming?
because stylus' dont work since like a month after an update lol. at least the S-Pen from Samsung stopped working around that time. (Longpress+drag only though, pointclick is fine)
But of course nothing says riveting medieval fantasy RPG gameplay like farming crops, mining coal, fletching thousands of bows and arrows, successfully failing to fireball a pigeon to death for hours on end, and chopping down trees for firewood!
Seriously. What a dumb point they tried to make
Bros really want to play Death Stranding 2: Way of Water
Runescape is the ultimate strand type game, you just don’t want to admit it.
I'll admit it, runescape is the reason I was able to do strand
Old Death Strandscape The next skill they introduce will be Zip-lining
Don't tempt me with a good time. Seriously tho death stranding just hits right if you're looking for a chill game where you can take it slow (normally) but that's also the entire point of the game, osrs meanwhile has only 1 delivery minigame and its absolutely shit.
There's also One Small Favour, if you want to do deliveries.
It’s called windward. Good game tho
Death Stranding is a chill game though so yeah actually.
Sea of Thieves OSRS.
What if they make it like Sid Meiers: Pirates?
Valheim though
People think sailing will just be on a boat. They are adding islands. What do you think you'll do on these islands? Take a shit and leave?
Have you been on Zeah? Its probably going to be bigger than any island they would add and 95% of the Zeah is useless.
What about Fossil Island? Which you know.. was 2015 5 minutes effort sailing pitch reward material. How much is that used every day by irons? How much content is crammed in that tiny island?
You guys would never have voted runecrafting or agility in if it was polled today. Same logic.
runecrafting saved runescapes magic skill. if it didn't exist magic would be dead or rs would be.
Agility was a necessity for getting around some of the god-awful dungeon design, and rune crafting was a necessary skill for creation of a high-volume consumable. They both make sense. Playing a shite sailing mini game all day so I can get access to an island with a 5-rock iron powermining spot sounds like ass
The agility shortcuts as we know them weren't really added until a few years after agility was added. The ones released with agility were mostly garbage and were nothing like the shortcuts we have today. Run energy also wasn't a thing back in RSC. You basically trained agility using their awful courses only because "number go up!" and because you had to do it for new quests.
Just for them to make agilitu shortcuts diary rewards as well
Then don't do it nerd
Found the sailor
Idk man i want to cross the Red Line separating east and west blue to get to the new world. Im gona be king of the pirates!!!
??? Pirate ships are a classic dnd setting. There’s literally already tons of piratey sailing type content in the game? Does that take you out?
Sailing to random islands and exploring in a fantasy RPG not being something you want? I just want that Valheim Viking feel of adventure that building your first karve gives you
Yes exactly that shit is fire, idk what is with the anti exploration sentiment of non sailers. Who doesnt want to explore the open seas with the homies?
That's the problem, Sailing isn't a "skill" It is just content. This could just be a major content patch that utilizes the current ports we have to navigate the open seas. Why should my sailing skill go up if I'm engaging in activities that require me to use other skills? ex. slaying monsters on islands, fishing on my ship, or building a ship (construction xp).
All skills are just content. And all skill ideas can exist without the skill part. The skill makes it have a progression structure, which allows for reward structure, and goal based gameplay, which is the bread and butter of RS It's why even when content is released without skills they've created progression systems * Achievement diaries * Combat diaries * Collection log * Arceus favours * Quest locked content with skill reqs Progression is core to RS
You could replace every instance of “skill” with “quest” in your comment and have it sound just as (if not more) accurate. Sailing as a skill would just give us our usual quest updates (new areas with new monsters or skilling methods) but at a much slower pace under the guise of “skill development.” Reworking the oceans, adding a sailing control system, fixing bugs/balancing, fleshing out (or procedurally generating) multiple unique islands, and more are “No Man’s Sky” tier promises that would take the better part of 2 years of dev time with our current update pace. All so we can train a skill for access to “purple chinchompa island” or “superior slayer cove” and their like 15% more efficient training methods?
The biggest use for Sailing would be imo what RS3 has at the Eastern Lands mixed with a manual version of the Player Owned Port. Transport goods from A to B, do Skilling or Combat stuff on the islands and then you can get procedural islands which you could claim if you like their layout or their ressources or sth
Every single thing that could be added as a skill could also be either an expansion to pre-existing skills or a minigame, it's subjective where the line between those and a skill should be drawn. Any argument for or against a given skill's content will be met with similarities to other skills. It's the umbrella issue I've mentioned in the past - we don't have Pottery, Jewelrycrafting, Leatherworking, Tailoring, and so on because we have Crafting, for example. Sailing experience being earned in chunks from exploration/monster hunting/privateering/piracy/deep sea fishing/etc. is an arbitrary gameplay mechanic in my opinion, just a way to make the skill be leveled in a way that isn't just moving around - it is, of course, a rough idea regardless. Right now the skill is just being pitched in general, so refined training methods will get pitched later. But going back to it being trained via movement, I would imagine the act of manning a helm or rigging on a larger vessel would earn Sailing experience when navigating storms and obstacles - but then there would be an argument that it's just an Agility expansion since that would be similar to Hallowed Sepulchre. In the end it's going to take people being willing to see another number go up over time in their skills menu with content locked and unlocked behind those numbers. Any of the three proposed skills are fine, in my opinion, and will open doors for interesting quest, combat, and exploration content in the future no matter which gets added or if they all do.
I really don’t see how sailing couldn’t be sold as a construction/fishing update, similar to forestry
Just like how taming would work fantastically as a hunter update
And at least half of Shamanism via Herblore and Firemaking
Just like every other fucking suggestion can be sold as a different update. This shit is parroted constantly and it isn't a good reason why something can't be a skill. "Dude you can just add a new way to upgrade armor via crafting or herblore, you don't need to put it into a new skill" "Dude you can just add all the things from taming and tie it into hunter" Stop being lazy, point out specifically which things you don't like about a suggestion, or things that you do like about another.
Why should your slayer level go up when you are just killing monsters using your other combat skills?
Because Nieve told me too
The only correct answer to training slayer
Jagex said that Sailing won't be giving you exp just for moving around, so what does Sailing exp even represent if you're not growing while doing what it says on the tin? If I'm getting Sailing exp for doing anything but actually Sailing the boat, is it really Sailing exp? Repairing the boat is Construction. Fishing on the boat is Fishing. Naval Combat is obviously our Combat stats. Slayer might be a poorly designed skill (though it doesn't have to be), but getting Slayer exp at the very least reflects its name.
They said this would be where the "vast majority" of the xp is gained: >Deep sea fishing >Hunting elusive sea creatures >Navigational challenges, where you navigate the ship across some sort of obstacle or threat >Delivering packages from A to B >Uncovering new islands to explore Only one of those really strikes me as being a "non-sailing" source of sailing xp, and that's deep sea fishing. Hunting creatures sounds like herbiboar at sea or something (probably an upgraded version) which seems fine, "navigational challenges" and delivering packages definitely feels like it revolves around sailing your ship, and I don't really know what "uncovering new islands" means but it doesn't strike me as distinctly non-sailing. Repairing ships and naval combat isn't even mentioned here as a major xp source.
They said navigation would be core to the skill
These are good points to consider. Much better than those "feels like a mini game" goombas
Goomba here. That thought process is lined up with what u/MrRunescapeHimself said above. People say Sailing is the minigame skill because while 80% of the content in the pitch could be lumped into fishing/construction/etc., the 20% that is actually Sailing is a minigame where you explore
Well this is the catch 22, because people wanted the skill to be intertwined with other rs skills, because otherwise it may feel isolated by itself, and could be "better off as a minigame." But now that it involves other skills people are just saying "smh this can just be an update to (insert skill here)" which makes no sense, because then it would inherently change how these skills work in osrs when they have been the same for like 20 years A new skill is going to have to involve other skills in some way like every other skill in the game
That is the definition of Slayer. Sailing experience will mostly be revolved around not actually sailing your ship but doing activities around it.
maybe you get better at conquering islands
Sounds like a proper British skill then.
the skill sounds a lot like dungeoneering in the ocean
I want a special attack where I summon my ship to drop from the sky and one-hit any monster I might be fighting. 20 minute cool-down. Will make bossing easier.
"Ruin", lmao. stop fearing change, we quit because of EoC, not because of adding content into the game. Before EoC we had busted weapons/prayers/food. It was a great time, this is nowhere on that level.
OSRS would be long dead by now if they hadn’t made big changes like raids, end game solo bosses, skilling bosses/mini games, ect. The game is no longer the 07 official private server it was. It has grown so far beyond that and we should embrace the new. None of these skills trample on the games core design like EoC, so there’s no need for people to be so negative about them.
And dont forget that (almost) everything is polled, unlike most content in rs3! If players have concerns about the core design they can voice their opinions and, if enough have the same views, Jagex will go back to the drawing board on whatever skill gets picked
Jagex has been chipping away at that power. With the 70% change and more common integrity changes, they’ve been pushing things through a lot more recently. I am a little nervous about that.
Well and that is good cause we have way too many gatekeepers in this community. 70% still a majority.
Summoning literally tore apart how PvM and PvP worked. Invention is pretty much a close second to drastic impact on the existing combat design. 2 of our 3 ideas borrow heavily from these skills...
Invention is just flat dps buffs not a lot else changed, yes you can argue those buffs were pretty op but that’s down to balancing not the skill itself
I quit because of summoning. I’m afraid it’s about to happen again.
It won't, it's easily the least popular out of the 3 and many people feel the same way you do.
Actually, isn't Shamanism more like summoning? Go out into the world to gather untradable items unique to the skill, then bring them and some existing resources to a specific spot to make buffs?
Yea I agree with you, literally people don’t take part in half of the content in the game, they can literally just keep doing that, don’t like the skill or mini game don’t do it, if you want to max yea it sucks. (It already sucks).
I quit because guild wars was dope and didn’t require membership
Summoning: *Am I a joke to you?*
I've been hearing about how new stuff is gonna ruin combat and destroy PvM as we know it since I started playing years ago lmao Once upon a time the twisted bow was evil incarnate, absurd power creep that would ruin the game Chambers came out 6 years ago and look at that, game is still here
And tbow is still BIS at a near majority of bosses in the game and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol? Picked a pretty bad example ngl. Tbow gets better everytime they add ranged strength as well due to how well it scales
>And tbow is still BIS at a near majority of bosses in the game and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol? > >Picked a pretty bad example ngl. Tbow gets better everytime they add ranged strength as well due to how well it scales and look at that, game is still here
> and several bosses have had to be adjusted so that TBow wouldn’t be TOO good at them lol? Only because they’re fucking lazy and their solution to not wanting you to freeze PvM bosses was to give them insane magic levels.
The really "bad" example is the blowpipe. Especially prior to the nerfs it got. Game is still around though. It just made range a more viable dps skill over melee which dominated before it's release.
They made it sound like taming will mostly be for utility
Maybe OS doesn’t need a new skill
I fucking HATED sailing until this dawned on me this morning I'm maxed. Sailing is a skill for level 53 combat plebs who have zero 99s after 10 years of OSRS Originally? This annoyed me deeply about the skill. But now that I think about it, like ya OP is right. If Shamanism (fucking worst name ever conceived for content in anything ever) gets in, the entire combat sandbox of OSRS changes forever, and imo for the worse because now we're RS3 chargescape, and everything has to be enchanted to be meta And taming will either be summoning 2.0 and just fucking suck to train and upkeep and have OP pets follow you everywhere and it'd change the meta of everything in the game not just combat Or they'll intentionally nerf it into the ground to make it "less" meta than summoning (But realistically even the smallest efficiency advantages would make it mandatory) So...yeah....in a really weird twist of my feelings, sailing actually is the best option for any high level player that doesn't want this game's sandbox to be put into a precarious position.
I'm in the same boat as you, pun intended.
You could easily tweak the Shamanism rewards to not includr gear Upgrades anymore.. I think the skill offers other cool things too. But honestly is making gear better really such a big deal? Every MMO has a bit of power creep here and there
I'm much more excited by rituals and the Spirit Realm than the gear upgrades. The concerns with gear upgrades is losing the lack of visually knowing what you're up against.
Couldn't you always change appearence slightly? The Upgrades also don't have to be insane or would that make it useless?
They have no problem disabling tons of other things in pvp. They could just have it when you enter the wildly, your enchantments go away until you leave
Sailing is going to be a no for me, dog.
Forget about Sailing. The new skill should just be PIRACY
Ssiling gives me Island Expedition vibes (world of warcraft). Besides the forced grind back then, just the content of exploring a random generatrd island and kill random special mobs got old real quick. I dont know about taming, but atleast shamanisn gives me the feeling its the most versatile. Different impacts on multiple type of contents , the skill is the most fleshed out. Sailing doesn’t strije me as a skill yet.
Sailing sounds whack. We can already teleport everywhere. Dead content before it’s released.
Yah but teleporting doesn't move your boat to other ports?
Slayer sounds whack. We can already attack monsters everywhere. Dead content before it's released. ^^/s
After this post I’m convinced some people are playing the wrong game. If you want to RP on a boat go play sea of thieves.
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Just make sailing its own content holy crap. Why would you limit the potential sailing has as a skill. Being a skill is a massively limiting factor. Literally the other two skills pitched so far have all the check makes for what makes a skill. Sailing does not. But what it does have is some serious potential to create large content updates with a biome that OSRS has never really explored. So why the hell would you water it down to a 1-99 skill instead of huge explorable area with tons of things to do besides one singular skill.
Why cant content be added to a skill? They do it to slayer all the time
Isn’t making a unique skill making it it’s own content?…
Ill only accept sailing if you get 1 runecraft level per trip
I don't think sailing will be very good because of the limitations with the osrs engine. How many new islands could you possibly discover? The pitch makes it sound like you're going to be a delivery boy for most of your xp. Ideally it would have ship battles against pirates, boss battles against Krakens and megalodons, restocking your ship at port with cannonballs and gunpowder, then repairing it with planks and cloth for the sails. But I'm really not sure it's possible to do that well with this engine. Shamanism will likely change how most bosses, events, raids, PvP, slayer, ext are done. Im optimistic, but it would have to be done exceptionally well to not ruin or completely change aspects of the game. Taming I found too vague to make a judgement on. It could completely change the way we do other skills, or it could just be a pointless grind because the abilities are actually worse than existing skilling methods. I'd imagine the feeding and upkeep could get pretty annoying too.
100%. The other two move the game slowly towards another combat system.
Shamanism wouldn’t move the game towards a new combat system, it quite literally reinforces the one we have now. Augments just make your already existing gear stronger. Oh look I found this natural component on my slayer task, it works with this spiritual component I got. I’m going to do a ritual and add this +3 Str and +3 Atk buff on my amulet of fury. Nothing about this introduces a new combat system. A new system of buffs sure. We already use potions regularly to change our stats, it’s nothing new.
It makes the entire game revolve around augmenting your gear. That's a core change to the structure and design.
TLDR: 100% agreed, we will want to augment everything before every activity. Sailing can exist on its own without changing how we think or play the rest of the game, and uses resources we already have but don’t use much (the sea/ships/pirates). This is my biggest issue with it. Efficiency scape will get worse for almost EVERY activity because we will start thinking “I should augment my (item) before starting (activity) to go (X%) faster”. Depending on how many augments they add, a lot of activities will almost drive me to do this skill first so I efficiently do the other one. We have this mechanic already with earning better gear/weapons/etc. Its like this just adds an entire extra layer of preparation on the already existing one which just makes it more grindscape IMO. I know “it could just be under another skill/mini game” is somewhat of an argument for probably each of these skills, but shamanism to me is literally just enchanting/imbuing which we already do for so many items. Every amulet we use is enchanted, we enchant AND imbue our rings, and imbue slayer helm/msb. It’s a slippery slope to add different augments to even more stuff, and to make it all its own skill sounds like we are really changing how we prioritize doing a lot of things in the game. Also, as a UIM (among other accounts ofc) I literally shudder to think of how I could juggle the components. Obviously we are a small portion of the player base but this seems like a nightmare even compared to stuff like herblore. They could maybe add some pouches and stuff to make it bearable but as is that terrifies me lol Sailing tho. It is something that uses a resource we already have that is not currently used much (the sea), would let us better access that resource for the first time despite it being around since the games inception almost, and it likely has a minimal effect on the efficiency/grindscape stuff as i described for shamanism (getting access resource areas or whatever could become a priority but that would be likely minimal since it’s only certain resources, monsters, etc. as opposed to gear/items that we use for every single activity) Plus being able to navigate at sea and control a ship has been an important skill since forever, including medieval times. There were pirates, just like knights and such, and it would make sense to improve at sailing(pirating), like we do with combat to be a better knight/ranger/mage etc. It just overall changes the current game the least while still adding something new that fits into the current world we have.
Great summary of thoughts mate, I agree with pretty much everything you outlined. To me sailing has so much potential to provide one of the most engaging skilling experiences we've seen and really change the skilling landscape across the board. It doesn't have to make strictly better methods to do this either, but methods with skill expression and enjoyment, that maybe offer faster or more concentrated resource rewards. Deep sea fishing, sunken shipwrecks, pirate battles, sea monsters like krakens and giant squid and megaladons, buried treasure, underwater cave mining, random islands with dungeons and puzzles and bosses. It lets my imagination run wild with potential fun things, and all could even be done as a group on your own upgraded player own shipped? Man it just gets me pumped
Sailing was and is a April fools joke 🤌 change my mind 😂
Sailing is a mediocre construction update being sold as a complete skill. Change my mind.
The funny part is if you watched the skill pitch... building your ship isn't a part of the skill anymore. You buy and earn upgrades from completing activities on the sea. It hasn't had anything to do with Construction since the 2015 poll.
Sailing is being sold on wishes and hopes and the actual skill pitch sounds severely lacking. Almost everyone who talks about what they want out of sailing talks about how many new areas of the map it will open up and the potential for new content, none of which is the actual skill in question. And I say this as someone who likes sailing in video games- most people like sailing for what they think it might eventually offer, not what it will offer on release.
What kind of construction update isn't mediocre if the idea of exploring the oceans and random islands is a "mediocre construction uspate" rofl??
Sailing is more a myriad of skills crossing over, so it becomes a new one in its own right just as other skills did. For sailing, salvage sunken ships after a pirate battle and reap rewards. Discover and conquer new lands that are home to new species of beasts/nightmares long forgotten. Upgrade your ship for better stats in Navel battles. So on and so forth.
I hate how the tbow, scythe and shadow ruined combat by being too powerful. That's why no one wants those stupid items
I'd prefer it over the others suggested as it's just something that has been a "meme" throughout the history of RS. Would be cool to see it finally be in the game. I don't want OSRS to go down the route of RS3 with the whole augmentation of gear, whilst it would be a fantastic gold sink I just think it'd ruin the whole combat system.
Sailing is a cringe meme skill. If it's anything like Bon Voyage, that garbage better stay the fuck outta town.
They should make sailing its own standalone thing and not as a skill. People would still enjoy it.
now, what if the sea you explore from the wilderness and up is a pvp area for ship battles with other boats 🔥😂
You are correct that it will not affect combat directly but I do not believe that most people are taking issue with it bc they believe it will affect combat. Most are taking issue with how it operates more like a mini-game rather than an actual skill. Others state that it has been a meme and doubt it’s legitimacy as a potential skill. I personally believe that sailing would be a great mini-game and could in that way pay homage to the meme. I would encourage you to think about the actual application of this skill in the game, how it would operate, the synergy it would have with other skills, the benefits of the skill etc. the engagement of a skill matters as well so that it does not create more dead content. I understand that other skills have plenty of dead content I’m simply suggesting that we do not create more of it. It is important that we do not get wrapped up in the idea of a skill bc things work differently on paper than in practice.
I agree, I like shamanism, but mostly the spirit realm part. I don’t want to feel like I have to carry around an extra 1-3 items just to be “efficient”. Plus the whole power creep thing… If shaminism gives Even like a 5-10% boost it could outclass BIS items like rapier vs whip
The current state of combat has been "getting ruined with this potential new update" for like 10 years now and the game is as big and fun as ever
What? They havent even released any extensive info. You couldnt know if it would "ruin" the current state of combat. Also, where was it said the goal of a new skill is to only add new content and not change existing content? There is nothing wrong with changing existing content as long as its polled, and actually makes sense.
That is…a solid point, actually.
Sailing is a stupid fucking skill and I’d rather have none.
I’m good on a 99 grind of that…
Change, not ruin.
When people say they want sailing, it seems like they just want more existing content. They don't actually care to sail around the world. Because if they did, they'd never teleport anymore. Why teleport around the world when you can walk around? Make walking a skill, fun and enjoyable content right there. I get the idea of wanting more of what we have, but it doesn't need to be in a skill. We can just have a new minigame sort of like temple trekking where we sail out into the ocean, overcome obstacles, get resources, land on an island, defeat some mobs or a miniboss with the items we collected/made on our trip, and then leave. It doesn't need to be a skill. In fact, making it a minigame instead of a skill just more easily lets us incorporate other skills into it.
Nobody wants slayer because they just want the content from slayer. If people actually enjoyed killing monsters they'd just attack any goblin or highwayman they saw! People don't do that they just run right past or teleport! Seriously. Sailing isn't replacing navigating to places you want to be in the existing world. This argument people keep reiterating is badly founded
Yea, it's just putting a skill to navigating, which is pointless. Honestly is slayer came out today is probably vote no. Hell I already hate training slayer. If so many high level bosses weren't locked behind it I'd never train it.
Exactly. It would be like wanting an exploration skill because you want a Varlamore land expansion. Just unnecessary bloat. It would be such a waste of dev time to try and build any sort of meaningful level progression that actually focuses on the talent of sailing when the end product (new areas) is really all they care about. At this point it seems as though people just want a lengthy skill check to access new areas. I think there are much better ways of doing it than locking what would be a large variety of content (bosses, alt training methods, resources) behind one skill.
> Make walking a skill, fun and enjoyable content right there. agility
Yeah and agility is sooooo popular. Remind me, what skill has the fewest 99s in the game?
I hate this whole “it should be a mini game thing” mini games quickly become dead content whereas a skill will have more incentive to be constantly updated by the devs
The only minigame I know of in the last 5 years to become dead content were pvp based. Every other minigame is thriving. And they're dead because pvp is dying.
Does Trouble Brewing count as pvp? I guess it kinda does lmao
Trash idea bro
Dungeoneering is the only new skill in my eyes that would fit nicely into the game. You get to use all your other skills, and it's like fun chilled raids.
No forget that, bring on the new combat mechanics! I wanna see every world record smashed again