Mod Husky - Sailing, Leagues, Collection Log, Easy-Scape, Mega-rares, Sepulcher | Sae Bae Cast 186
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- čas přidán 11. 09. 2024
- Mod Husky is a content developer for Old School RuneScape. He's been one of the lead devs working on sailing.
Twitter: / jagexhusky
Check out his other cast appearances:
SBC 21 - Mod Husky: • Sae Bae Cast 21 - Mod ...
Listen to all the Sae Bae Casts on Spotify: spoti.fi/3lCWzin
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yo saeder on a real note - thanks for all the content recently. we might only like and comment but appreciate it for real
Couldn't agree more
Man, Mod Husky needs to do MORE stuff like this. It was so refreshing listening to a Jmod that felt like he was one of us, if that makes sense to say. He really navigated the topics well and earned a lot of faith from me as a player in the Devs.
I was sending learner Tobs with husky 5 years ago, highly active in ironman community. Dude has his heart in the right place.
the cast has been on fire lately, great guests even if some are controversial. great work. also on a seperate note, the mod interviews continue to reinforce my belief that jagex is a S tier company from the top down.
This was probably my favorite mod cast so far. Husky is just fun to listen to and he actually plays the game too
I just added this to my "play in the background while doing Slayer or Runecraft" playlist.
I have a request: Could we see someone from the audio team on a podcast episode? I would love to see Julian Surma or Grace Docksey on here. I have a whooooole bunch of questions for either of them and would love to hear their insights. OSRS has an incredible soundtrack and they deserve a spotlight, if they want one.
This would be interesting!
Audio team would be sick. Especially whoever made all those old school hits we know and love.
@@aaronb3225 Your loss.
@@aaronb3225 that's a skill issue. You can change that setting
@@aaronb3225 Your loss.
I get excited whenever Mod Husky is working on something. Looking forward to Sailing!
Husky is a goat, didn’t know he played a Ironman in his spare time
First of all big respect to Husky & colleagues for their dedication and balls to take on sailing. I'm looking forward to it but i feel like it's a cursed gift being a developer on such a massive project. We as players expect the quality of sailing to be on a level of Cox+Tob+Toa combined. This must be a lot of pressure. Please take your time, even if it's a few more years. Good luck and it was amazing hearing talk so passionately about OSRS, gaming and your life.
The best podcaster of the game! Never doubt yourself man, GOATED content 🤙
3.5h Podcast needs timestamps
👍
1:31:30 start of Leagues discussion-ish
If you read this, husky- I lovethe idea of slayer boss parallels
Great cast, thank you for the episode. I also just want to say that, it's crazy how incredibly articulate and well adjusted all the mods you've got on the cast have seem to have been. The oldschool team looks to be so on point.
Great balance on tbe recent j mod videos between history questions, current patches and personal life
Mod Husky, and the mods in general, have such good insight into the game. I very much agree with Husky that Ironman mode is about compromise. I just did 500kc at Bandos with my swordfish, cause when else am I gonna use em?
Excellent cast Sae Bae, looking forward to the cast with Goblin.
swordfish at bandos is actually unhinged
Hell yeah pumping the content out lately!
Never heard this man speak. Big fan of their opinions and philosophies of OSRS. ❤
As an iron who is due 4 and a half megarares and having only recieved 1, and the worst 1 at that, it freaking blows. At the very least if there was a guarantee I cant go more than 3x dry for a tbow i would feel better, but right now im no closer to it than on 0 kc.
I like to think of it like this:
You ARE closer, because you won't stop until you get it. Every kc and every hour is getting you towards the inevitable result of obtaining what you want.
But also some kind of scaling dry protection on first time clog slots would be most welcome haha
@@air5723 Its a great way to think about it, but the truth is it is very possible to go 7-10x dry, for a tbow thats 7-10k solo raids. At the very least SOME protection like 3-4x would be nice.
@@jususi71 oh I know lol, I have a clanny who went 7,507kc for his hydra claw. He's also 9 ToA pets and 90 purples without a shadow. The potential to go super dry is real and kinda scary
Loving the trickle of content!
Can you please put timestamps in the video?
Incredible string of guests
I love Husky's concept of adding in "little things" that might help push content from 8/10 to 9 or 10/10 content. They are surely missed by a large chunk of players and are underrated as a result, but the difference it can make to a sizeable minority is huge and truly marks the difference between "good" and truly memorable content.
“You kinda don’t need a bowfa” THANKYOU
NEW SAE BAE LESSSSS GOOOO
Love this pod
I'm doing sepulcher and I agree with it just being great fun content. Floor 4 is a good jump and I'm excited to level agility to get to floor 5 and see what it brings.
If we ever get a collection log npc. Players could talk to him and say what you currently are going for, He would then give that specific item x3 dry protection or something!
This would lock you to that item though, so you cant have it set on multiple things at a time :)
I didn't think removing the CoX point loss on death was realistic (coming from an ironman that still struggles learning the raid), but it was an interesting topic. Perhaps lowering the point loss gradually by the amount of damage healed could be viable, maybe even towards 0 point loss over a lot of healing. It would have to be balanced around average inexperienced players who bring quite some food/brews to Olm and not use 10-way switches. Death would still be punishing as I'd imagine you'd probably have to spend some time restocking supplies again.
Also, just an idea for the blood shard issue (not a fix, but some variety), a hallowed shard could be added to the hallowed sepulchre chests at floors 4-5, also filling in the grindy gap towards ring of endurance, which then could be transmuted into a blood shard through some process, perhaps using it on the darkmyre blood fountains, the vyre well or by giving it to an npc that charges blood runes or coins.
Sae, with the new plugins being added to OSRS from runelite, it would be really interesting to get Adam from Runelite on your pod cast, get his take on it and also his motivation for running runelite and not charging players
I'd like some 2 or 3 tick weapons with high accuracy and very low strength. So they are good at bosses and scale hard with str bonus equipment. I feel like faster weapons generally have lower accuracy which is a pitty.
This is gonna be good
2:04:45
Having some sepulcher-like mechanics is good because people learn through experience and repetition. I feel osrs doesn’t teach the modern tick mechanics, switches, prayerflicking, timing, and movement very well to a new player. Don’t explain it to the player through dialogue but through low risk environments and scenarios. Scurious is a good example of prayer switching, but in terms of consistency bosses either need you to have the prayer up 2 ticks before an attack occurs or a tick before a missile hits, it gets really confusing for no reason.
Colosseum is great for learning solves without worrying about having to stay 60+ waves like the inferno.
I think players need content that helps them learn switches like in While Guthix Sleeps. Boss fights are well designed, maybe content like this would help players learn.
The solution to the blood shard's drop rate is very simple imo: release a grandmaster quest in the vampyre quest line, with one of the rewards being a very strong monster (like gorillas or TDs) that drops the blood shard at a higher rate (along with other rewards of course)
I feel like Husky has been listening to me specifically with some of the things he's said, even down to specific phrasing lol. Whether or not that's the case, I love how he thinks about the game and how it's being realized on a theoretical level for the modern market. (Edit for clarity--for topics I care about like Sailing, if they have a survey in one of their blogs I do like to give my thoughts in detail. Some of the things Husky said sounded like he'd specifically read my feedback. I'm sure others have similar concerns to me, of course. But it's awesome because it makes me feel heard as a tenured player.)
I think it would be good to give the community a little public update on the Sailing skill. People are more understanding than Jagex might think, knowing that things will very likely change. As long as they're told that, they won't get too attached to things. Ash mentioned one of my worries without even prompting in the last cast- sequence breaks. I want to hear them talk about problem solving like that, and what in the world the gameplay is going to be like. I follow official blogs and a few content creators but like many I don't check the discord (it's just too much).
I was a no voter for sailing. The concept didn't excite me. I don't think OSRS really needs another skill, and Sailing thematically feels a little like it's jumping the shark, though less so than a lot of RS3 skills. I foresaw some logic issues with scale and world building, considering Gielinor was never intended to have real time sailing in it (what are they going to do with Tutorial Island? Duplicate the original, put it in an instance, and make the new one have new stuff to uncover?). And it always bugged me that there would be the odd inconsistency of adding a vehicle skill in a world where magic teleports are over abundant to a level of absurdity. There's a certain amount of necessary suspension of disbelief with it all, and since it's gonna happen, I can only hope for the best! I hope there's a lot of variety and I hope it's fun to engage in post-99. I hope there are tertiary progression systems, maybe some cool retro RPG style mechanics with the sailors we work with and the ships we own. I'd love to get a hint of what they're cooking.
On the topic of Blood Shards. Just some spitball what-ifs: Vampires in Gielinor are known for being deft, requiring specialized, unpredictable weapons to battle. Thieving them should feel similar, so it would make sense if they had an overhaul to their mechanics. What if, alongside removing the spam click gameplay, there was a specialized item that magically (or mechanically) assists thieving Vyres? It would essentially be the Blisterwood Flail of thieving. But instead of simply raising success rates (or allowing success at all), what if it acted as a specific progression item you could "train" as you use it, and that way it gave more and more luck towards getting Blood Shards over time with a satisfying number go up sub-system. Maybe it has an evil bent to it and it gives you less xp and more loot. It should only grow through your effort I think, and not be upgradeable by buying items off the GE. By making it a thieving item that isn't fully powered up on first use, and by balancing new Vyre thieving and their mechanics appropriately, that would keep blood shards valuable for non-irons but ease long term collection for dedicated irons. There are a lot of ways a "mastery" idea like this could go that don't feel like a mini-skill.
Another option might be to get inventive with Blood Fury upgrades. Just one rough idea, considering the goal that Blood Shards should always be a diversion, and should remain valuable: What if the BF could be sort of "soft-corrupted" using an over-charge system? It could be recharged with shards as usual, or shards beyond capacity could optionally be used to make it permanently less and less likely to use up a charge, following a logarithmic curve. So the earliest shard over-charge might make it 15% less likely to use a charge, and additional shards can be added for less and less additional effect, eventually bringing it all the way up to 90% likely to save a charge. At first that would require a ton of shards, but when you reach the point where you're farming a tenth of the time you had to before, you feel like you've earned that right. I think the math of this type of decision making is really interesting. This might also be one spot where the infusion mechanic might make sense too (and some math would have to be done specifically to figure out what efficiency rate would make it slightly worse to take advantage of infusion, which is essentially a convenience cost). Using your BF gives you the right to save more charges on it, if you've only got the one shard (also, make the BF not turn into a normal Fury at 0 charges). You don't want irons locking themselves in at Vyres for months just to earn 10, 20, 30, or however many Shards to get a "True Disciple of Blood Amulet" or "Ascended Blood Fury" or "Ravenous Blood Fury" or whatever it ends up being called. If the highest tier had unique graphics, that would be nuts too. Think of this idea like student loans, but fun!
I do like the idea of adding a farmable vampire boss in OSRS but only if it's an interesting fight. That could be another option, where Blood shards might be more rare here but because they're a secondary reward it doesn't feel too bad. I'm not super sure about this idea unless there's a really good reason for a new vampire boss. But I think thematically vampires have a lot of potential for fun and hectic mechanics, maybe even a skillfully avoidable instant kill move. Maybe, being that OSRS is an MMO that encourages farming high numbers of things, he (or she, which might actually make more sense) has got a huge variety of different moves using branching choices as tells. Maybe she's got particularly smart AI and her move choices are dictated by player choices (which makes sense given how vampires are described in OSRS), and loot is determined by how the fight plays out, so skillful players could make decisions to bring them towards the loot they want to be more likely to get. Or maybe you just AFK the boss with a Sang staff, idk lol. Speaking of which... (Actually, self-heal dealing bonus damage might be cool, through some kind of vampiric soul-bind effect, and it could give Sang another use besides 4t being good at ToB). Alright I've had my fun getting creative!
Great stories by Husky
while listening to the episode with acoldone I came up with an idea for hardcore mainmode:
to battle the permanent mule problem you could make it that everytime you die you lose everything and get restricted to a new set of servers. this way you cannot mule your items and also don't lose out on membership.
this could be limited to 5 deaths or something so jaged doesn't have to provide too many servers.
Great pod, heard full on spotify mainly while driving.
Just wanted to say that Im so hyped for your group hcim, I just recently started playing iron a month ago after having 500m xp main, that I maxed like 3 years ago, I always wanted to start iron, but thought it's too late for me(being 30 now and irl stuff, not much time to play) amd I really enjoyed Clogging, but said fuck it and Im having great time.
Gonna be watching your group a lot, don't really enjoy deadman mode tbh and the game changed so much especially in early game.
Blood Splinters
An untradeable drop from Morty-like content that's difficult (i.e HMT, PM, the final floor in hallowed sepulcher)
They add 1000 (or x amount) charges to an existing blood fury
The rate they would drop should depend on where they're obtained from
the king himself lfgo
Such a huge creativity killer within the osrs community is the way people just shut down and are so close minded to ideas, you make a cool suggestion that you think could be fun or exciting and the immediate response is "thats shit wouldn't work" with hardly any further elaboration, i love posting fun ideas I think of on reddit just to share with other people as a thought experiment like "what if OS did have a skateboarding T rex boss" because if we have a better understanding of what we dont want and what we think doesnt work we also gain a better understanding of what we do want so I think it's good to engage with fun and quirky ideas people come up with... Apparently unless you're gentle tractor or whatever you're not allowed to design or think of fun content
i love the slow scrolling xp drops
Regarding CoX deaths, what if the respawn timer were just longer. That way if a player dies, his teammates have to struggle for maybe 1 minute-ish. But the player is still able to rejoin the fight.
greatest jmod of all time & i mean it
Gotr, sepulcher, and you listen to the way he talks and you can just tell he cares about the game.
how many jmods really give a shit?
All of em, man. Jmods are a huge part of the community
Getting a member from the anti cheat team on the cast could be really interesting…
Probably not
To be clear on leagues, I do enjoy the leagues but I'm also not completely attached to HAVING to have things be the same. I'd love to see them push the boundaries.
But while they develop new leagues, I'm 1000% okay with them doing league reruns to scratch the itch until they're satisfied with a new iteration.
RuneScape used to have the world boss thing idea that you said but the problem with that is it would just become dead content because they don’t drop anything special tbh
37:13 oh god yes. The worst part of ToA is how tanky the bosses get with invocation. ToB feels amazing because everything can be brought to 0 armour. Completely agree with making bosses scale more with HP and less with defense.
Husky is a beast, lets go col log
I’m gonna hate sailing even if it’s good lmao…. Fine I’ll give it a chance but only because he said he liked Baldurs Gate so much. Obviously a man of taste.
id love to play iron man if human life expectancy was 800 years old and not 80. if you want to max and beat everything you have to be willing to give away literally a certain portion of your life, even on the main game its hard enough for me and im approaching max after like 5k hours. I think there needs to be realistic irl hours to reward ratio mathematically coded into the drops and the over all game. there must be a way they could calculate that as to give the players a play/life/work life balance.
So hype for the group hardcore, is anyone doing like CZcams daily recap videos for it???
The sentiment for the need for bowfa is the healthiest take I have heard from Mod Husky. GWD was released before SOTE so the gear that was present when GWD was released is more than enough to do the content. It may not be efficient but it's still a very strong choice to just melee Bandos.
Such an ignorant and inexperienced take, the "gear present when GWD was released" was to kill GWD *in teams*, not solo as irons. Modern red-x techs like 6:0 rune x-bow weren't discovered, and would be meta if we were forced back to that game state now.
Melee is not a "very strong" option, unless you're talking Fang/Voidwaker, but "gear that was available when GWD was released" was Whipping Bandos down in Ktop and tassys/guthans. 1-4 kill trips depending on luck. ~5-8 kills per hour. I solo'd 600 bandos in 2014, I was there. Compare that to easy 25+ kph with Bowfa, and you see how silly you have to be to say something that is, at best, 33% as strong, is 'very strong'
mod husky should change his name to mod goat because this guy is awesome
I hate Husky couldn't talk about sailing a little more without having to worry about the incessant screaching from the minority of players who are butthurt we didnt get PokemonGo in osrs.
I'm so excited for sailing.
I dont get the whole slower is easier to not lose tick argument. When there are mechanics that require you to move, you will probably find it easier to use a fast weapon as a less experienced player. For me on insanity at ToA for instance, its much easier for myself to have better performance with bofa than shadow
why can no one spell Sepulchre right :') either way, excited for the podcast. it's impressive you get all those people to talk with you
I’m an American, it’s e before r here. Same with theater. Armour is armor here. Defence is defense here.
Edit: Looked it up, and sepulchre is a common spelling even in America in more formal text. Thanks.
@@Saeder that's fair, thank you for educating me about that difference between British and American English, cool to learn new stuff.
You have a permanent DMM world why not have some sort of leagues world
You had the highest peak ever of a player base during leagues, i find it so strange that we don't continue on that path more often. The fact its region locked and that you could only pick 1 combat relic means so much reliability
i feel like removing some point punishment in CoX is fine but not completely because it promotes cheesing through rooms not caring about dying, if its 50% point loss now it should be like 10% point loss and i think that would be fair, also imo if you want to fix the t bow rarity they honestly should just move the 2 prayer scrolls now from CoX to somewhere else, doesn't even need to be to 1 place can have it as a unlock from monsters/minigames/tasks all over the game with different rarity levels, they are a mandatory part of the game so shouldnt be raid locked like piety isn't, ultimately this would then overall make the mega rares slightly more common.
i once had the idea of a boss in a forest and has 3/4 spots you fight it in so one area can favor x gear. when it dies you use hunter to track it down to another spot. thats the boss respawn time. the beter and higher hunter level the faster you be back in a fight. tracking should not take too long. basicly comming down to 10 or 15 sec.
imagen setting traps so you have a change to hear hes at spot c.
I think there should be caps to the drop rates so if you go over 3x the rate for example its guaranteed within the next drop rate at some point. so if the drop rate is 1/1,000 and you go 3,000 dry your for sure to get it between 3,000 and 4,000 randomly. so its still extremely high but if you get ridiculous unlucky you know your going to get it soon so your depression can go away lol
Interesting discussion particularly on the bowfa, and players needing to be more open to more inefficient alternatives - but it's worth noting that, if drop rates nowadays are asking for 1k, 2k, 5k kc for key gear, it's no wonder why people gravitate towards gaining the most efficient gear they can to get through those grinds as quickly as possible
Just started listening, i hope you pushed hardcore main server agenda on this podcast or i'll never forgive you
Man sae bae has been feeding us with bangers lately ! Keep it up and please don’t re invite Scotty back that was the one and only podcast me and a lot of other people just straight up turned off
The sound in the background is a bit distracting. I noticed it in this podcast and the one with Mod Ash.
Do you know what could be making that noise? It sounds like a fan or AC system.
Ah, I’m hearing it now that I cranked up the audio. I think it’s coming from my new monitor. I’ll look into buying a power conditioner and see if it helps the buzzing.
widepeepoHappy
If all of varlamore is released I'd bet money on leagues 5 being twisted 2 with all of zeah accessible
Awesome cast, terrible drip 😂
husky best skilling dev
43:10 Glad Husky is on the reserved side and not the "sure why not" of "certain" other jmod(s) historically. Being cautious and critical of small content and how a bunch of small content affects the gave overtime is important and unfortunately underlooked in osrs.
1:21:40 Basically Saeder is describing world bosses like in classic wow. Only problem is that they are hard camped by guilds(clans) 24/7. Obviously osrs could do something different but not sure how viable they'd be.
It's unfortunate Husky's didn't put it together with the topic of rare drop rates and ironmen wanting to be efficient in gear. When I went 1700 kc at Demonic Gorillas for my second zenyte, my reaction was "I'm so glad I waited for bowfa before killing these little shits". Grinding with sub-par gear is a gamble because of the RNG drop system, and it's a balance of time investment for any drop you want to get. Reducing the time to kill a boss by 20% could save you dozens to hundreds of hours. If you want to progress an iron to end game gear, you either need to play Runescape as a full time job or play efficiently
Do u enjoy playing or not?
Blood shards should have a slightly better drop rate, but otherwise it will be outclassed by the new bis amulet.
They want the new amulet to outclass it or atleast be a more impactful decision between the 2 because as it stands theres rarely an instance where a player would pick a torture over the blood fury
I do kinda agree with Husky about irons, that they kinda get into the mentality of main mode but collection log at a certain point, which very much removes the "enjoyment" of the game mode. However I kinda also disagree that by using that logic, then we shouldn't improve drop rates of items because RNG is the "fun" part of osrs. I very much dislike a lot of content exactly because of RNG. I will never go pet hunting seriously because of RNG and I would never become a clogger either because of it. So at a certain point for me it isn't worth playing the game anymore, when I achieve GM, get all the flex items in the game and arrive at a skill level I determine is my peak, then that's it, game over. I am nearly at that point even, just missing GM, though the team tasks are holding me back lol.
Kinda a ramble, but point is; it is fun getting rare drops yeah, but at the same time, going dry for some time (which on average, every player will do for most pieces of content, yay statistics) makes it not fun at all.
Same with PVM, increasing a mob's defense so that you hit less to make it harder rather than just increasing the HP where you hit more, but it still takes the same amount of time to kill. Both approaches do not reflect the same amount of enjoyment. When it comes to drops, I'd rather see more drops more frequently but also more drops in general. I think dry protection should not go in the direction of "Oh, you passed the drop rate, so here's a 100% chance at the drop" or "Oh you already got the other piece, so here's the next piece". Those approaches I'd say are hurtful for the game, instead it should only be that whenever you pass the drop rate of certain items, the likelihood of getting that drop increases steadily until you get it and then the likelihood resets when you got it. There was a post on Reddit a month or two back on this approach and it seemed very reasonable. You still have the spoon affect, but also still have a way to mitigate worst/average case scenarios. Drops in general in the game should also be reflected in the time it takes to do the piece of content. If I do a boss that takes 10 minutes to kill, a drop rate of 1/1000 would be insane because of the hours it'd take to even hit the drop rate.
On another note, the Heka from the ToA rewards proposal, I wish it had come with ToA as well (Shadow and the Heka) the devs are way too afraid of adding many good items into the game at once (or even giving us new ones to ones already out). Shadow was also a very poor imitation of the limitations that the other mega rares have, because it was basically a bruteforce attempt at making magic decent via gear, meanwhile the others were based on specific mob types (size/magic level)
1:57:04 bad take by husky there. RNG =/= challenge imo. Skill is the challenge in games, enjoyment comes from beating challenges based on skill, not based on some Random Number Generator. Can't really beat a challenge that is based on randomness, where statistically you will lose most of the time, that's just gambling T_T
One last thing haha, auto pickpocket 10/10. I remember trickster from leagues, that made thieving actually pretty fun. Though of course it shouldn't get implemented in the same way in the main game, but I'd definitely like to see that pickpocketing could be like trickster where when you fail, you just click again once. Also to reward spam clicking, then you gain the max amount of pickpockets possible, while not spam clicking, it'd be a slower version, maybe halved of the max pickpocket speed. And of course lower fail rates damn, would be nice.
We need 200m MAX xp capes
when is the next itswill cast or hanner?
1:21:21 FFXIV Fates / Hunts (bosses)
timestamps?
omg he said stfu!!!!! im reporting and telling mom 😠
f2p ice giant boss when
Repoll sailing
bad boy stance wen gagex 😡
fix cox drop rates ty 126kc 0 purples
first :o
On the point about being empathetic to irons - we don’t want you to be just stop making drop rates that even mains hate lmao
Ahruff 😢
Putting out another skill will absolutely ruin everything, a lot of us play for ranking and adding a skill will basically erase everyone’s previous work. Millions and millions of hours of work flushed
Ew
RuneScape dies the minute they start catering or even acknowledging collection loggers.
Please just scrap sailing :(
Did you listen to the cast at all? It's fine to disagree with the consensus/ jagex's opinion but when giving feedback (positive or negative) it really helps to explain why you feel a certain way, rather than just "X sucks"/"X is great."
Also heads up "it's a meme skill/minigame" really is not a valid critique (we've been over those points a million times, read the blogs or wait to try one of the betas if that's your concern)
@@mpspenguin2 That would be a great point if they were willing to listen to feedback, but the poll was biased and everything was designed to get shove the skill down the player's throats. They do not listen to valid criticisms & concerns that the skill should not be in the game and have refused to reconsider it.
@@Godocker okay, but with the understanding that they are moving forward with the skill for now as that was the result of the poll, what is it about a new skill that you would/wouldn't like to see? There will be opportunities in future for the community to reject sailing coming in to the game but now's the chance to actually communicate your input
@@mpspenguin2 No there will not be opportunities in the future for the community to reject sailing coming into the game, they are not listening to people who are making very valid criticsms of the idea of sailing as a skill. It was a black box that people could add their own best ideas into which it will never achieve which was the intention from the start. It was the less fleshed out proposal and they wen't back on their word that they would repoll it if two skills were similar enough (and they were).
They do not actualy want feedback, it's just a way to dismiss criticism. Saying that you don't want sailing is fine and you don't have to write a 50 page essay to explain why you don't want it.
@@Godocker they've said they have no intention of releasing an unpopular skill if it makes it to the end of development and the playerbase still don't like it (iirc they intend to have a "first pass", where if players are unhappy with it they will take on feedback and modify it to try again, after which they will then either add the skill or scrap it depending on the consensus.)
I agree they shouldnt have gone back on repolling sailing vs shamanism when they were so close, but there's easily an opportunity to revisit shamanism in future regardless.
I think the point that sailing let a lot of people superimpose their own idea of what it could be rather than there being a very clear proposal is a valid criticism of sailing for sure. I still think it has great potential though given the 2 devs for it, and the core concept is more or less utilising facilities on your ship to interact with the ocean in various ways to gain xp, as well as being able to navigate the seas of course. Difficult to really judge how fun it will be without getting our hands on it first, but do remember skills like firemaking exist, so I expect sailing to be far more polished & fun.
Also I'm not asking for a "50 page essay", just any actual reason people are against the skill. I am, as you may be able to tell, quite invested in this game so any good reasons to be against sailing would be very valuable for me to hear - so far I haven't heard anything convincing cause probably over half of players against the new skill refuse to actually engage in discussion beyond "i dont want it".
They don’t deserve a chance. Forestry was ass. Scrap sailing asap
why are you judging the entire dev team on 1 update you didnt like, that stupid as fuck
No one wants sailing
What’s the point of grinding a mega rare item if it saves me 1 second? That’s a ridiculous statement. Not all of us have 23 hours a day to play this game. Some grind for months or years to get 1 mega rare item and if you had your way it would be a 1% time save? What’s the point then? You release some trashy new quest and you get these demon items which are bis and you get them in a few drops? Just hand out bis at this point then