#Improving Sailing as a whole.

1 messages · Page 1 of 1 (latest)

grave shell
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It is well-known that attempting to re-enable sailing experience gained from just sailing will not improve anything.

So instead of just turning it back on, it's perhaps better to consider other options that would be harder to script. This is by involving more player interaction instead.

Spitballing ideas, I've come to a conclusion;

Sailing obviously stinks. It's tedious. A challenge, and requires a behemoth amount of XP. But what if we can just reward players for being a Sailor. An honest-to-Makers sailor.

I suggest a new buildable in settlements that are adjacent to an ocean biome.

The following criteria should be respected:

That harbor can only go to other harbors accessible by the ocean-route. Rivers are excluded for this. This means that all harbors can only be found on settlements that are adjacent to an ocean-biome only.

Transportation between harbors must extend to at least more than 5 map-grids to qualify as a "task".

Finally, the person must be willing to compensate the Sailor to ferry their stuff to another valid harbor.

Here's the picture, and then I'll explain more about it.

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The player put in a request, and a hex-coin commission. They must put their cargo (backpack items) into the Harbor that they intend to transport their stuff to another harbor for. Once done, they'll be given an UI similar to Waystone list. Listing all other valid harbors that are Above the minimum distance required.

This means that you can't just build another harbor within less than 20 hexagons from the first harbor, and use that to abuse sailing EXP. No, you have to be genuine.

In addition, the person that put the request in cannot accept the request themselves. Meaning they cannot get the sailing EXP themselves, only other people that accept their request will. Now obviously this does mean that the person could multi-box to achieve this result. But I'll suggest a counter-play to that.

First of all, The total amount of sailing EXP should be based on how many cargos and the tier of cargo that the person transported to another Harbor. T1 Cargo have fairly low sailing XP value, while T10 cargo will have highest sailing XP value. Obviously to prevent 'stealing', the cargo will be a box.

Secondly, the sailor must be at least within 20 sailing levels of that tier to be able to ferry certain tier cargo. What I mean is, a level 10 sailor can ferry Tier 3 cargo, but they cannot ferry a tier 4 cargo, or higher. This is so that low-level sailors cannot just start the game and ferry the highest tier-cargo to get a massive amount of experience right off the bat.

They have to start off low, basically.

Thirdly, the harbor's request require them to fulfill a minimum distance coverage to qualify for sailing XP. If they don't qualify, they won't get sailing XP whatsoever. This does not mean the time a sailor took to get to another harbor. This means the actual distance between the harbors themselves.

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Harbors that overlap with one another in the radius cannot use each other as valid harbor destination due to how close they are. This is as an example.

desert wren
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Getting to 20 is pretty easy via tasks. Cargo delivery should just be available once you have a skiff and easy implementation is to just deliver cargo from your region x starter town to region y starter town similar to how archage works.

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How it worked (as far as I remember how it worked) you craft cargo supplies in town X, cargo supplies have distinct name ie 'hollowstead cargo'.

Then you deliver it to another town which gives more gold/xp the farther away it is from where you crafted those supplies.

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If you want to take it a step further you could make claim related cargo. Ex crafting cargo supplies in a claim located in region 1 would have more supply value to claims when traded to region 9 something like 'region 1 ferallite frames'.

grave shell
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Yeah. That's neat. The reason why I took this approach is to focus on more player-to-player interaction. Playing the role of ferryman for other peoples' cargo that doesn't wanna do it.

slim ginkgo
grave shell
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Yeah. It's rough, but it put a little wrench into exploiters' plan. Hopefully.

slim ginkgo
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I can make a post, do it on a alt (or just even make a friend do it) and then get paid get sailing xp, then give money back do again, the idea isnt bad but it isnt a solution for sailing xp

grave shell
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It could be remedied somewhat by adding a handling fee. The person would get punished by attempting to 'multi-box' this solution by losing about 10% of their deposited hex-coin everytime they do it. Eventually they'll go broke because they're just gaining sailing XP, but not money itself.