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Home > Game News > Osrs Gold

Sailing An Honest Look Into OSRSs Newest Skill...

GraverGames: Always appreciate your perspective on things, and absolutely having the background in software engineering goes a long way when it comes to having realistic expectations about the launch of the skill (software engineer here :) ). Wish the community could learn from this and not absolutely overreact at every little thing on Reddit.

rws531: I agree that they should nerf the extractor to like 50xp, but they also should just make it 1-tick rather than the 3-4 it is now. The passive xp isn't an issue at 50xp, so it being instant doesn't seem that unreasonable.

MrJmcd3737: "Bugged" Drop rates? More like Mod Ash saw the rates and was like "Nah m8" and changed em without anyone noticing

lathorius6093: Sailing is fun although the combat needs alot of work. I have mostly just stuck to salvaging as its the only method that feels rewarding.

Forged4War206: Insane XP rates for basically doing nothing, trash combat, Barracuda trials are a lagging mess, no real incentive to train, all the new "mid game" items (Aquanite hopper, rosewood pipe, Belles Folly) are either complete garbage or are locked behind too many requirements to make them worth going for, absolutely hilariously bad drop rates for dragon sheets and marginal ship upgrades, and visually yucks up many nostalgic areas like Draynor Village. It's almost like the people saying it was just going to be a shitty minigame were right all along.

Flewb: I love your love for Trawling. I haven't done the method yet but you give me hope that it'll be an actual interesting way to gather fish on my iron

Cleu1231: New hunter method is very vibe and the new corals are insane. Ive had patches give me a single coral or sometimes they are demigod patches that give me 150. Most ive ever had from a single god patch was 320 which blew my previous pb by almost double. That and the fact that is the highest herblore exp in the game is amazing additions.

nathaninch9543: Always appreciate your videos.

Adam-w6f8i: Im hoping they add some quests that involve going to some of these dead islands, there's lots of potential but it feels kind of empty right now

santii9305: The empty islands will probably be used for clue steps in the future

DeinsmeinsOSRS: There are some island you might be going back to like aurora for new clue steps (that are mostly ass to get to unless you grind the greater teleports)

joepmaster: Thanks for this video, Travag can you make a small guide how to setup each boat for best use. Where to put every facility?

FumblsTheSniper: I’ve been saying since the first hour that a lot of this is to boost play hours to keep investors happy.

Johan_Cruyff: Another great sailing video, and i agree with most of the points you are making. I would like to ask your perspective: all things considered, do you think what we got was worth the enormous dev time investment? Personally i have enjoyed sailing, but I just feel we could have gotten so much more out of the dev time if they were spend elsewhere.

adriant240: They made a mistake with some of the published drop rates. The rates for albatross and ray barbs are more common than what they published and are actually the rates posted by the wiki. I agree the skill is very easy to lvl. One of the easiest 99s out of all the skills. Easily in the top 10, maybe top 5. I'm guessing the reason is Jagex doesn't want to upset the max capers by introducing a slow skill. The baracuda rates are really high in particular and they could've been lower, but it's too late now.

I agree that the final tier of boat upgrades is very hard to unlock by both grinding and buying. By the time you grind it out, you will be well over 99, which is a bit of a problem and a balancing issue. There's also not much incentive to maxing your boat, but that may change with future updates.

Ironically, trawling might be the best money maker in the skill right now, if you're 91 fishing. You can just print marlins and also get lucky on the paint. That's easily hunderds of millions. I think the low xp for trawling is balanced by how easily it literally prints fish. If they were to increase xp, I would expect them to lower the catch rates.

I'm happy overall with the skill. I think they did a good job and they even managed to incorporate lore into the new skill. Most of the new islands are underwhelming and you don't really want to visit them more than once. But they managed to add a bit of lore and foreshadowing to a few of the islands along with the unexplored oceans, and that was really cool. One part that was not fleshed out well is sea combat and that needs some work. Very mechanically simple and the cost input is too high unless you use cheap cannonballs and have a bowfa. Some of this is offset by players finding safespots...but we won't get into that. It's very difficult to even get both your cannons firing at a monster, b/c if you get in too close you get dogged by all the surrounding monsters. Right now you lose 8k per bar if you choose to smith rune cannonballs and that is a tragedy. Something really wrong is going on here b/c it should be profitable or at least break even to do so.

colbr06: In a skill wear you can wear any outfit without impacting stamina they put the passive xp boost in a keg instead of an outfit. I don’t understand the design decisions around a lot of aspects of sailing. This decision actually makes it worse because you need a keg on each boat and have to use even more materials on a wasted facility slot.

RizzyGyatt: yas queeen

quaweds: I'd argue that courier tasks are as high-intensity as trials, if you want to reach 200k XP.

olx222: I personally also really dislike the off-task/on-task rates they seem to just add to every slayer update. It's frustrating when you just wanna grind out some aquanites for the hopper, but you are trolling if you do off-task due to the insane rates. Some of the best feelings back in the day was getting 85 slayer and just grinding the abyssal demons for a whip drop and we don't seem to really get that these days. I am already way past 99 slayer with a huge backlog of soft and hard locked clogs behind slayer tasks. It is frustrating to hunt the tasks themselves.

deltaoalice9281: Honestly, I don't think maxing early is an issue for sailing. In fact, I would argue that sailing's real content mostly really starts at 99 due to how you have the freedom to do things without caring about the exp. Is this a bad thing? I don't know. There are decent amounts of skills that remain useful after 99 (Farming is a very good example), so honestly speaking in my opinion as long as sailing retains value after maxing it is really a non-issue.

Same goes for deep sea trawling. Bots aren't likely to be trawling, making deep sea trawling actually a decent mid intensity gathering method for money. Even for irons, getting reasonable amounts of good quality fish. Its one of the things I want to do after hitting 99 sailing.

For islands, the biggest thing I could see is for clue steps (especially hard and up) to require sailing to these islands. Some of these islands do need more than just a lore spot as the average player isn't going to randomly dock at an island with no bank to fish.

For laguna aurore, it is currently my kurask slayer spot of choice now but you may not really think about this as kurask isn't a priority task when doing slayer, but there is a lot of room for them to add quest spots to this point in the future so don't expect this to stay as is. Its something that I think end game players need to step back to see the whole picture (early and mid game sailing). Its somewhat like buccaneer's haven which a lot of people don't realise is a slightly faster cannonable bloodvelds spot to reach to compared to the one in morytania.

I do agree that the mode is currently lacking an endgame option but I disagree that it is an immediate problem. The thing is, it is really hard to make a good piece of endgame content, to the point that you need player interaction for players to see if the endgame interaction made any sense. There is a reason why raids and good bosses take so long to design even with existing known systems. Moreover, without a proper combat system, no boss would make sense. It is unrealistic to expect devs to spend time updating bosses when combat system needs an overhaul in the first place.

Are there things that are not perfect? Yes. Why people hated trawling is that the exp is bad and honestly there is a bit of jank. Port tasks require a lot more thinking foir the exp rate which puts a barrier of entry to the mode which made salvaging so much more compelling, and tbh with that amount of thinking I rather do inefficient barracuda trials where I mess up than perfect port tasks even today. Combat is an obvious wash and it felt unpolished for a company that has been consistently pushing bangers of a boss. Crystal extractor is a big mistake and should have never been a 600 xp drop and I agree that 250 is still way too much.

suffer8318: Not fun, added a bunch of nothing. 0 depth skill. Get 87 nothing past it. Get 99 to reobtain max. About size of it. Frost dragons being a bottleneck to get bis boat upgrades which do nothing anyways.

brycesmith1367: I think everything for sailing was ready to ship except for combat. It feels like and is a complete afterthought. Having nerfed damage and extremely tanky mobs with nerfed cannonballs from your crewmates feels absolutely abysmal.

BMA_DuckIsLate: Sailing is a horrible skill…

The xp/hour is to bad sub level 72.

Chartering the seas is horrible… mainly because of the drinks that’s teleport you/kill you. Port tasks is a doable alternative after level 80, but it’s boring like running all over a huge map like the problem of zeah.

Barracuda is the only option for most of the game, and laggy lake was super laggy.

In general barracuda is worse option to agility but better xp.

Salvage is just not playing the game… the drop rates for everything is so horrible.

Bounty tasks and all combat is useless…

Deepsea trawling gives way to much fish.

HughWanztino: this skill is ass and it was obvious it would be for the past 3 years.

danwolf3871: I feel like a lot of the issues with combat could be solved by doubling the damage of cannons, and removing the "magic angles" that allow double shots. First off, it just looks silly to have two cannons firing at 110 degree angles. Second, it would eliminate wiggle tech, which is just silly and unnatural. It would instantly halve the cannonball cost, and it will remove the necessity to have two cannons. You can have two as a convenience to not have to reposition when firing on either side (or having crew mates kill different monsters), or you can have one and get a keg space.

Dec 15 2025

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