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Re: Sail skill

Posted: Tue Nov 22, 2022 2:22 pm
by TurningLeaf
dominantdrowess wrote: Tue Nov 22, 2022 11:21 am
TurningLeaf wrote: Tue Nov 22, 2022 3:39 am As a thought exercise, what if the skill was just based on hard ranks and nothing else? With sail-dependent rolls adjusted accordingly? Is everything ruined and boring? Or is there a chance it's all better and more exciting?
Hard only would literally break all the treasure chest gear people have invested 100s of hours in getting and sink the sail ecconomy that trades in such goods— many such characters are not captains and cannot simply recoup those losses on +5 sail amulets worth millions since they bought those amulets from people who sail.
Well I hate the idea of doing that to someone.

But at the same time, a +5 skill amulet being worth millions sounds more like a symptom of an arms race type problem than a feature.

Re: Sail skill

Posted: Tue Nov 22, 2022 4:04 pm
by Subtext
That's pretty common though for newish items in general. Prices tend to drop fast and these necklaces specifically already sit quite a bit lower.

Same thing in any MMO. New fancy item gets released, early birds bankroll it and then the price plummets.

Re: Sail skill

Posted: Tue Nov 22, 2022 4:17 pm
by TurningLeaf
Subtext wrote: Tue Nov 22, 2022 4:04 pm That's pretty common though for newish items in general. Prices tend to drop fast and these necklaces specifically already sit quite a bit lower.

Same thing in any MMO. New fancy item gets released, early birds bankroll it and then the price plummets.
Yeah but nobody is paying millions for like a +5 search or animal empathy amulet

Re: Sail skill

Posted: Tue Nov 22, 2022 10:43 pm
by The Rambling Midget
Babylon System is the Vampire wrote: Tue Nov 22, 2022 12:00 pmI know rituals were supposed to be something that made bards less necessary, did that ever pan out?
You can get a small bonus to sail, which lasts something like a RL week. It's pretty great.

But, no. Bards are no less necessary. Without one you're still crippled.

The required Seagod Offering can also be prohibitively expensive, due to the rarity of its crafting components.

Re: Sail skill

Posted: Tue Nov 22, 2022 10:53 pm
by LichBait
Unfortunately sea-aligned divine characters who can make effective use of the ritual are rarer than bards as well.

Re: Sail skill

Posted: Wed Nov 23, 2022 2:49 am
by Captain_Siix
Sailing has like 30% of areliths content and almost every character I make has 33 sail because of how important it is. It has almost become a skill tax at its current state.

Re: Sail skill

Posted: Wed Nov 23, 2022 8:22 am
by Babylon System is the Vampire
Captain_Siix wrote: Wed Nov 23, 2022 2:49 am Sailing has like 30% of areliths content and almost every character I make has 33 sail because of how important it is. It has almost become a skill tax at its current state.
Honestly, it should be more. The island is too settled, and islands presents a frontier to explore in a way that makes sense for Arelith. But you also shouldn't feel like you need to take sail all the time. People with boats (especially non pirates, but even they should be ready to help bad guys out or whatever) should really be offering rides to groups for a price (though the price shouldn't be the important bit). This is how a sailing crew can connect with the rest of the server instead of feeling like an insulated game off on its own.

If I were judging whether or not people were using the perk of having a boat for the greater good of the server (which is supposed to be a thing!) this is the sort of thing I would be on the lookout for. Spending ten minutes before they set off to do their own thing dropping some group of at the ruins to the south or whatever from time to time seems like a perfectly reasonable expectation to me. They can portal/lens/attune their way home.

Re: Sail skill

Posted: Wed Nov 23, 2022 5:42 pm
by Scurvy Cur
The Rambling Midget wrote: Tue Nov 22, 2022 10:43 pm
Babylon System is the Vampire wrote: Tue Nov 22, 2022 12:00 pmI know rituals were supposed to be something that made bards less necessary, did that ever pan out?
You can get a small bonus to sail, which lasts something like a RL week. It's pretty great.

But, no. Bards are no less necessary. Without one you're still crippled.

The required Seagod Offering can also be prohibitively expensive, due to the rarity of its crafting components.
It also stacks with bard song, so you really want both.

The likely solution here is to lower all sail DCs by 15, then make song and Seagod's Offering non-stacking, so you can do one or the other but not both.

Re: Sail skill

Posted: Wed Nov 23, 2022 5:44 pm
by Captain_Siix
Babylon System is the Vampire wrote: Wed Nov 23, 2022 8:22 am
Captain_Siix wrote: Wed Nov 23, 2022 2:49 am Sailing has like 30% of areliths content and almost every character I make has 33 sail because of how important it is. It has almost become a skill tax at its current state.
Honestly, it should be more. The island is too settled, and islands presents a frontier to explore in a way that makes sense for Arelith. But you also shouldn't feel like you need to take sail all the time. People with boats (especially non pirates, but even they should be ready to help bad guys out or whatever) should really be offering rides to groups for a price (though the price shouldn't be the important bit). This is how a sailing crew can connect with the rest of the server instead of feeling like an insulated game off on its own.

If I were judging whether or not people were using the perk of having a boat for the greater good of the server (which is supposed to be a thing!) this is the sort of thing I would be on the lookout for. Spending ten minutes before they set off to do their own thing dropping some group of at the ruins to the south or whatever from time to time seems like a perfectly reasonable expectation to me. They can portal/lens/attune their way home.
If that's the case then I think the question becomes why isn't there just npc charters that can take you to the island but you have to get back your own way? Maybe we can still lock the runic dungeons that require sail but the easier ones to get too we wouldn't have to? The other option is having more rentals bc currently in the underdark you either have a 10 man crew or you have a 2 man boat which if someone else is using it you're SOL.

Re: Sail skill

Posted: Wed Nov 23, 2022 6:16 pm
by The Rambling Midget
Scurvy Cur wrote: Wed Nov 23, 2022 5:42 pm The likely solution here is to lower all sail DCs by 15
I can't even remember how long I've been barking up that tree...

Re: Sail skill

Posted: Wed Nov 23, 2022 9:34 pm
by Rei_Jin
LichBait wrote: Tue Nov 22, 2022 10:53 pm Unfortunately sea-aligned divine characters who can make effective use of the ritual are rarer than bards as well.
I did some poking (thanks bard nerf) into how to access said ritual.

1. Cleric OR Druid OR Shaman
2. Level 15+ in that class
3. Worship a Sea God (Istishia, Umberlee, Valkur, etc)
4. High Piety
5. Domain doesn’t matter for access, may matter for odds of success

Which means that, basically, you need a very narrow group of characters to lead said rituals.

Re: Sail skill

Posted: Thu Nov 24, 2022 1:08 am
by Babylon System is the Vampire
Captain_Siix wrote: Wed Nov 23, 2022 5:44 pm
Babylon System is the Vampire wrote: Wed Nov 23, 2022 8:22 am
Captain_Siix wrote: Wed Nov 23, 2022 2:49 am Sailing has like 30% of areliths content and almost every character I make has 33 sail because of how important it is. It has almost become a skill tax at its current state.
Honestly, it should be more. The island is too settled, and islands presents a frontier to explore in a way that makes sense for Arelith. But you also shouldn't feel like you need to take sail all the time. People with boats (especially non pirates, but even they should be ready to help bad guys out or whatever) should really be offering rides to groups for a price (though the price shouldn't be the important bit). This is how a sailing crew can connect with the rest of the server instead of feeling like an insulated game off on its own.

If I were judging whether or not people were using the perk of having a boat for the greater good of the server (which is supposed to be a thing!) this is the sort of thing I would be on the lookout for. Spending ten minutes before they set off to do their own thing dropping some group of at the ruins to the south or whatever from time to time seems like a perfectly reasonable expectation to me. They can portal/lens/attune their way home.
If that's the case then I think the question becomes why isn't there just npc charters that can take you to the island but you have to get back your own way? Maybe we can still lock the runic dungeons that require sail but the easier ones to get too we wouldn't have to? The other option is having more rentals bc currently in the underdark you either have a 10 man crew or you have a 2 man boat which if someone else is using it you're SOL.
Its more my opinion than "the case". More ships would be good for everyone, but first you need more content. I don't know whats been added since i stepped back from arelith this past summer for a while to get my madden fix on, so maybe they are in a good place to add a few more ships? I dunno. It really depends on how much the current ships actually get used too.