r/2007scape Mod Light May 11 '26

News Sailing Buffs & Changes

https://secure.runescape.com/m=news/sailing-update-buffs-changes--more?oldschool=1&_gl=1

Hey all, let us know what you think about our latest blog post!

We'll be live on Twitch later today with Mod Kieren, Husky and Ash to answer your questions.

802 Upvotes

776 comments sorted by

197

u/Artandros May 11 '26

Food from Sailing will be changed to be more vibrant when cooked.

Yay! Great change!

6

u/FakeNate May 11 '26

Definitely a needed improvement

809

u/RaspberryFluid6651 May 11 '26

I think Loot Sacks should have their loot (or a portion of it) be themed after the ports you are interacting with.

Currently, port tasks are optimized around a few ports that have the best xp rewards, particularly around Varlamore and Relleka. Other port routes have nothing going for them. By giving each port unique rewards in its loot sack, players might choose a suboptimal xp route because the rewards are worthwhile.

Some ideas: * Prif: Crystal shards or rare crystal acorn drops   * Aldarin: Noted grapes for cooking * Port Roberts: Cannonballs * Deepfin Point: Sailing ores * Summer Shore: No loot sack, boosted Soup rate

Also you should totally do this because it would be great for restricted account content creators

240

u/JagexLight Mod Light May 11 '26

Love this, I'll ask the devs what they think in our livestream!

12

u/hubatish May 11 '26

I also hope that some salvaging uniques (like the dragon cannon barrel at high levels or the sailor's amulet at low/all levels) will be available from courier tasks. Otherwise you'll still want to salvage till you at least get those rewards as opposed to making a true "AFK vs moderate effort" tradeoff.

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u/alynnidalar May 11 '26

This is a fun idea and I really like it!

I think it's OK if port tasks aren't perfectly balanced such that every single route is exactly equally valuable under just the right circumstances etc. etc. but given that they already mentioned loot sacks having "thematic drops", I like the idea of a little bonus thing. Certainly wouldn't expect it to be the best way to get shards or grapes or whatever, but if you're already doing port tasks, it could give you a reason to mix things up.

31

u/Clbull May 11 '26

Some other ideas for loot sack rewards, mainly for places that either aren't yet in the game or aren't yet accessable via Sailing.

  • Port Phasmatys - Ecto tokens (they'd need an extra use to make them more valuable.)
  • Mos Le'Harmless - Clue scrolls, or cannonballs to keep with the pirate theme.
  • Red Rock - Whatever goods the Red Reef Trading Company are producing and trading from red coral.
  • Ruins of Unkah - Spirit flakes, granite
  • Menaphos - Bronze to rune shamshir (basically same stats as a scimitar)
  • Tal Teklan - Uncut gems (Opal to Diamond), blue dragon scales, various ores.
  • Fossil Island - Volcanic ash
  • Port Tyras and Prifddinas - Limestone bricks
  • Uzer Oasis - Teak logs, mahogany logs and tea.
  • Ape Atoll - Bananas, pineapples, javelins, bronze to rune scimitars, gnome cuisine items.
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20

u/pringlesaremyfav May 11 '26

What if Aldarin gave a chance of grape seeds instead?

8

u/TusharOSRS May 12 '26

Best idea in this whole thread

Less aids to get zammy wines then

8

u/sidek021 May 11 '26

Farming grapes kind of sucks. So many steps to farm them. 

6

u/Bury_My_Mistakes May 11 '26

getting grape seeds is way worse because turns tithe farm. I'd like bologna blessings and grape seeds in the sack please

3

u/Dino_Survivor May 11 '26

I honestly love this and it would give new players a way to get certain resources while also training sailing. And I guess irons can have fun too.

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51

u/fuckslavs May 11 '26

Positive changes all around.

Can we let Medallion of the Deep work with flippers in the coral farming area? Why are we forced to walk?

18

u/MikaelFernandes May 11 '26

Better yet, maybe give the medallion the same functionality of the flippers and let us run underwater with it

167

u/MistaFANG May 11 '26

>Adding a way to unnote metal bars for cannonballs at the Ancient Furnace.

Didn’t this already get added?

157

u/JagexLight Mod Light May 11 '26

Thanks for flagging, at the time of writing the blog this change wasn't out yet. I'll make sure that's removed 😄

48

u/MyLimelight May 11 '26

When I saw it I thought it was like when I make a to-do list and add something ive already done so I can mark that off and feel accomplished already.

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161

u/Decroux3000 May 11 '26

"We're no longer proceeding with Pirate Encounters"

Wait what? So what is happening to the associated rewards?

113

u/JagexLight Mod Light May 11 '26

We're not proceeding with them for now, but we're open to releasing them in the future if the community wants us to. The new cannonballs will be part of Red Reef, since they were polled a while ago, and we're polling Bosun's Bench as part of Red Reef.

66

u/robuttnik_ 1 May 11 '26

i did also get surprised by this and had to scroll down further for the "we're not releasing pirate encounters with red reef" too.

37

u/SonoShindou Sono B May 11 '26

Pretty disappointed, but understandable after seeing community response. Seems there was not consensus on how the win conditions should work. Really hope to see them return to the blogs once combat is in a better place. They had some awesome potential!

4

u/Kiosade May 11 '26

Wait were the poll results posted somewhere? Didn’t realize it failed, that sucks!

6

u/SonoShindou Sono B May 11 '26

I don't think it even made it to poll :/

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u/Dream3ater May 11 '26

I assume the heavy range armor is locked behind the pirate encounters, and not the Red Reef quest?

13

u/zafferous May 11 '26

Lol wait what? You guys just posted an awesome blog about it, what happened?

13

u/Decroux3000 May 11 '26

Appreciate the response but it is disappointing that the heavy ranged armour didn't even get to see a poll.

9

u/Probably_Not_Sir May 11 '26

Thank you. Please make sure what we have now works, and only then look at new content

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13

u/RSbirddude May 11 '26

For the best. The community and development team are way to split on what combat on the ships should be. Let's give it some R&R. Focus on other things and the devs can work on it slowly. Return once they have a solid idea

2

u/MakeMagatsCry May 11 '26

I believe they are looking for player feedback to the pirate encounters that will be added with the Red Reef quest, if players like that, then they'll add it

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33

u/chol3ric May 11 '26

Hello, i love the changes proposed. One thing i'm kind of missing, and my fellow trawling addicts will probably agree, it would be really nice to have a more modular way of adjusting boat speed. As it stands some spots that move at the perfect speed for camphor hull at base speed, redwood will be too slow when on the 'slow' speed but too fast on the 'fast' speed. (this is just an example, its been a while since i trawled but there's definitely comparable instances.)

This creates a situation for where lower level trawling, upgrading is not actually an upgrade but rather a downgrade. I was wondering if it is possible at all to fix this, with maybe a speed slider instead of the 4 options, which are basically 'reverse', 'stop' 'slow' and 'fast' (And using wind also affects all of this differently!)

It somewhat of a big gripe of me especially when it comes to trawling, though it's probably less impactful at other sailing content.

4

u/Reasonable_Mood_7918 May 11 '26

That massive diagonal on the marlin's route was so comfy with camphor sails. But you need redwood to keep up on the long vertical.

Feelsbadman

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34

u/Fuck_Your_Cat_Post May 11 '26

Is the team going to address the location of speed boosts or the addition of "trade winds" to the game?

I feel like there is so much player data on sailing and pathing that the team really needs to adjust the boosts to make sense.

Most of the time, the speed boosts are tucked extremely close to the shoreline and not along your path between POIs.

For example, if I sail from Pest Control docks to Sunbleak for Ironwood trees, there are zero speed boosts to hit that make sense on the way there.

I'd love to see the addition of trade winds to act as a "fast lane" along far stretches of travel or in-between large land masses. I think itd go a long way to make sailing feel more authentic and help ease those long trips.

Idk it feels like all the current speed boosts are weirdly tucked into corners or edges of land masses and not helpful for traveling especially in a large ship that is likely to clip the shore.

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342

u/Single-Imagination46 May 11 '26

Lots of great changes that will overall improve and spread out people to do all of sailing instead of just afk salvage, look forward to the Aquanite hopper buff during Summer sweep up! any plans to buff the new Blowpipes to use better darts as well?

155

u/JagexLight Mod Light May 11 '26

I've passed some of the popular community blowpipe suggestions onto the team. I've got a question planned in today's Q&A to go over uniques and how the team feels about where they're currently at in-game so will ask more there. Thanks!

23

u/8123619744 May 11 '26

The team could look to nerf the spec of rosewood and enable it to use at least rune darts. That would make it useful for turael skipping and low level slayer mobs without becoming better than dragon knives + buckler.

Imo SRA is much more important to buff this summer sweep up with the cool new skin coming out soon. It’s a very dead item, but it doesn’t have to be.

48

u/wolgl May 11 '26

Please no nerf to the rosewood spec, unless rune/amethyst dart damage is made mostly equivalent to how it hits now w/ addy

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2

u/SpuckMcDuck May 11 '26

I think it’s a bit of an exaggeration to call SRA “dead.” I do absolutely agree it should be buffed and currently isn’t as broadly useful as it should be for where it’s positioned, but it’s already bis2 behind only scythe at a decent amount of content, and even bis1 for a few specific things. It’s basically the poor man’s scythe. Really the only thing holding it back from real greatness is the awkward stack mechanic, and maybe slightly-too-low accuracy.

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25

u/uberloser2 May 11 '26

Anything about adjusting the barracuda paint drop rate? It takes over twice the time to hit drop rate at the harder, higher level content, and the justification at the time given of it being to encourage going to lower level content is laughable and not consistent with the rest of the game

11

u/throwaway3413418 May 11 '26 edited May 11 '26

Paints in general don't seem well balanced. Shark paint is trivial, and many of the others are absurdly rare, which, combined with the fact that they're consumable (and you need two of each to recolor a sloop!), doesn't make a lot of sense. The meta for the trawling paint is just to sit at krill if you don't get it while going for the rare fish. To me, it would make a lot more sense for merchant paint to be a one-time unlockable recolor that you can apply to as many ships as you want, or for the paints to be made more common, if they're going to be consumable. I'm a main, so I'm just going to sell it as soon as I get it, but it seems like there's no incentive for an iron to actually use the paint seeing as there are five boat slots and one boat type needs two of each paint, all from activities which you're probably doing at the very end of your sailing gameplay, right before you get off the boat forever. Like seriously, if you're at the point where you've gotten two merchant paints for your sloop, what else do you have left to do at sea?

Also not a fan of the rarity of the rare fish. If Jagex wants rare drops or collection log items to be an additional incentive to trawl alongside the gp value of the fish, I'd rather see some more depth of that side of the content rather than just giving each shoal a single perfunctory super-rare drop. The collection log items just dilute the value of the less in-demand fish anyway.

It really seems like angler's paint and rare fish rates should have been per fish rather than per successful fishing catch, and barracuda paint should have become less rare with higher tier trials.

7

u/LowerTheExpectations May 11 '26

Sailing drop rates jn general are insane. 1/3000 for the museum items? On a level 15 or whatever activity? And there's like 5 of those. The barrel being 1/18k is also crazy.

Tradeable paints are indeed in a weird place, as you said.

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u/ScytheSergeant May 11 '26

323 deep into tempor tantrum as we speak- last paint for merchant on the UIM

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22

u/KarthusWins HCIM May 11 '26

Is Red Reef releasing in June? At the start of the blog it says “next month” but further down it says May.

35

u/JagexLight Mod Light May 11 '26

It's definitely in May, will make sure that's fixed thank you

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114

u/bakabakasauce May 11 '26
Creature On task Off task
Lava Strykewyrm 1/30 1/75
Frost Dragons 1/40 1/100

Currently dragon metal sheets are more common from frost dragons, at a 1/200; 1/55 drop rate, while strykewyrms has a 1/400; 1/100 drop rate.

Is this mixup making the sheets more common from strykewyrms than frost dragons intended or is it a mistype in the blog post? What's the rationale for having the lower sailing requirement monster have a better drop rate than the higher one?

108

u/JagexLight Mod Light May 11 '26

Hi! I've asked the team about this and it's not a typo. This is intentional because Frost dragons offer a lot more than just dragon metal sheets on their drop table, while lava strykewyrms only offer dragon metal sheets. However, as the blog just went live I'm still reviewing community feedback so please feel free to let me know what you think of the changes and we can discuss it as a team!

20

u/cyanblur May 11 '26

Well they do have a higher requirement. Maybe consider replacing the sheets on frost dragons with hull parts with the drop rate adjusted, but still overall more common than strykes if looking to use the sheets for hulls. Frosts then drop processed sheets, while strykes drop unprocessed sheets (which are still needed for facilities).

16

u/brandong567 ssb Melee is my passion May 11 '26

They should have just added a 5 dragon nail drop to lava wyrms

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u/velon360 May 11 '26

I think it is because the stykwyrm doesn't drop dragon nails.

22

u/Ellexcellent May 11 '26

Yeah I approve of making them (far) more common than they are now, but this does feel weird.

20

u/Tasty-Burger-OSRS May 11 '26

My assumption is that Grimstone is less of a hassle to reach than Charred Island once unlocked (since it has a Fairy Ring) and Lava Strykewyrms aren’t as easily safespotted as Frost Dragons are, so Jagex may want to reward the extra effort needed for Lava Strykewyrms. As things currently are, Lava Strykewyrms are almost objectively obsolete compared to Frost Dragons once one can access Grimstone, so this design decision seems to be giving players a choice between convenience and consistent money (Frost Dragons) or applying a bit more focused effort from the player for faster accumulation of Dragon Metal Sheets.

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u/Really_Angry_Muffin May 11 '26

Are the "thematic" rewards from the Loot Sacks related to the ports themselves? For example monk fish from Piscatoris or Bananas from Musa Point?

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u/santafe4115 May 11 '26

Repairing should just work! Crew member is already assigned and the repair kits are in the storage. Should have worked this way from day one not need another station.

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u/ImWhy May 11 '26

Just made a post about this, but to summarise my post:

Trawling should be divided into 2 distinct methods, net trawling into shoals or rod fishing into shoals.

Net trawling (current system) should give sailing exp like proposed (so great exp), moderate fishing exp, and good fish per hour like current.

Fishing into shoals (system that exists that most people probably don't even know you can do) should give amazing fishing exp, moderate-low sailing exp, and low fish per hour (like anglers/sharks low).

Only 1 of these can be done at a time (you don't want to risk getting your rod tangled in the nets).

This addresses all the concerns made in the blog. It makes it so that trawling as an activity can provide either amazing sailing OR fishing exp, but it doesn't overload the market like the concern raised since people looking to train fishing won't be contributing a massive quantity of trawling fish in the market.

Really not sure why this hasn't been thought of our discussed and is something I've been saying since the release of sailing.

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u/SnakemanD May 11 '26

Can the burn rates for the trawling fish get looked at? It's pretty crazy you basically need 99 cooking to not burn the majority of your catch. Was a big disappointment to get my trawling boat all set up and spend a few hours getting a nice supply of fish just to burn 60% of them at 90 cooking. At least let the cooking gauntlets work on them please.

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u/PeteyPlatinums May 11 '26

Appreciate the trawling updates, thank you

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u/SurrealSlugger May 11 '26

Sailing enemies still shouldn't be designed with "oh everyone has a shadow lol" in mind, I get the dragon cannon isn't meant to be bis later on but you've really left yourselves no room skill wise for much better

10

u/brandong567 ssb Melee is my passion May 11 '26

It is getting really old that they just keep saying "they have to be shit now so we can make good pvm in the future"

Every time they talk about stuff people don't like about sailing it's like "it will be better... In a few years"

5

u/DivineInsanityReveng May 12 '26

Cannons are significant DPS bumps in general. Your player character also being DPS is good. Lets not go backwards to our launch state where our player hits single digits regardless of stats and gear and the cannon is the only way to wittle these mobs down.

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u/DeviledFries May 11 '26

Props to the team, these changes seem really good! I appreciate the change to non-1t deep sea trawling, but I still wonder if it's necessary to keep the 1t method at all. It feels really bad trawling without 1t-ing since it's so much worse, but I also don't feel like trawling if it means having to constantly spam click while navigating. It kinda feels like trawling has to have such bad rates to account for 1t-ing, which doesn't feel good to me. This is something a lot of people have brought up as an issue, so it would be nice to get a comment on why you're insisting on keeping the 1t method.

As for the looting suggestions, I'd prefer the crewmate looting option. It would feel strange to me if the loot was visible before reeling the mob in because the loot would just be floating in the sea. I wouldn't be against a visual indicator for when you've killed a mob with rare loot in it though.

Did I understand correctly that you're planning on allowing Karambwan fishing without the quest? I'm not sure how I feel about that, what's the thought process behind that? Also, will these fish be able to be stored in those fish boxes used in trawling, or just the cargo hold?

23

u/ScytheSergeant May 11 '26

Hard agree on the feeling obligated to 1t trawling

13

u/Emperor95 May 11 '26

I wouldn't be against a visual indicator for when you've killed a mob with rare loot in it though.

A lootbeam on a dead Kraken would go hard. That way you could also only focus on those loot beam mobs when killing low lv stuff that also drops uniques like Mantas for example.

20

u/JagexLight Mod Light May 11 '26

Hi! I asked a dev. You still will need the Karambwan vessel to fish which is the same as current ingame and you need to complete the quest to cook them. I believe that fish from regular fishing will be stored in the Cargo Hold.

3

u/ferret_80 Diary Cape Completed May 11 '26

Do the Fish crates work for normal fishing when depositing into the cargo hold?

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u/sddsddcp May 11 '26

...why you're insisting on keeping the 1t method.

I assume the main concept is just rewarding more "active" trawling which I agree with in principle at least. If you take that away then trawling is pretty much just changing net height every 30 ticks when the shoal stops and then navigating the boat, which I think would end up being a lot more boring. Part of the fun (and dare I say skill expression) is being able to accurately click the net while also keeping up with the moving shoals.

That being said I also 100% agree that clicking every tick is pretty RSI-inducing. If they changed it to be every two ticks to line up with the rate you actually trawl it would probably be a lot less miserable

10

u/DivineInsanityReveng May 11 '26

I wish there was actual skill expression to the method. Spam clicking a giant interactable net isn't much for skill expression. Its like calling pickpocketing NPC's good skill expression. Its just spam clicking.

5

u/sddsddcp May 11 '26

As someone who's been both trawling and pickpocketing vyres to max I gotta disagree, sure you're just spam clicking the net when it's stopped but when the shoal is moving trying to stay in range while maximizing clicks is definitely a bit tougher than most of the skilling content in the game

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u/DivineInsanityReveng May 11 '26

Yep its nice they're slimming the gap a bit (its not 1t'ing, its 2t'ing technically because you're exiting the net on tick 1, and re-starting the net on tick 2, but you have to spam click every 1 tick).

This is a totally uninteresting gameplay loop imo. I don't know why its being kept / encouraged at all. Spam clicking the same spot has always been a horrible design. Its not a skill expression, its just monotonous requirement to do the method 100% faster, soon to be only 50% faster.

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u/Psymonthe2nd fr33 stuff pl0x May 11 '26

Buffs for the Aquanite Hopper and Belle's Folly are being considered as part of the next Summer Sweep-Up, however, nothing is confirmed yet.

Strength wise, the Belle's Folly feels okay. The issue is there's not much incentive to get one when alternatives are a lot easier to get, and Shellbane Gryphon feels horrible to kill (no meaningful loot, even for mid-level accounts).

The Hopper is beyond bad. Idk how that can be salvaged.

39

u/SuddenBumHair Spacebar giveth, and spacebar taketh away. 2376 May 11 '26

I just did the ca's today and i have to say. The taking off all your armour mechanic is so stupidly over the top its crazy. Its incredibly easy to dodge, barely does any damage. But the correct solve for that one mechanic is 25+ clicks? If it was one item like sols grapple maybe

20

u/Psymonthe2nd fr33 stuff pl0x May 11 '26

Yeah it's pretty dumb that you have to actually unequip everything, it probably would work better if you just have to "clean" your gear by clicking on them in the equipment screen. Maybe like click helm, body, legs and it clears.

10

u/Timushi_Too May 11 '26

I just did that one as part of an elite clue, figured I might as well while in town, and thought "That's an Easy CA? That was dumb as hell and requires 10-11 slots open when you start the encounter?" 

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u/Anccaa May 11 '26

Strength wise, the Belle's Folly feels okay. The issue is there's not much incentive to get one when alternatives are a lot easier to get, and Shellbane Gryphon feels horrible to kill (no meaningful loot, even for mid-level accounts).

Was in the middle of moons grind when sailing released. Decided to do sailing until I get to the great conch and then took over 700kc to finally get the weapon just to realize it feels the exact same (at eclipse moon) as zombie axe and felt like I wasted all that time killing the gryphon.

Now I don't know if it makes a bigger difference somewhere else where there is a bigger need for a stab weapon but holy hell it was not worth it at all. Regardless, at the very least I would want to see the slayer task requirement removed from the boss so it isn't such a pain to acquire the weapon compared to the zombie axe.

3

u/Psymonthe2nd fr33 stuff pl0x May 11 '26

I guess ToA might be a fit for it? But then they added the black gem, plus blood moon with clappers on stab I imagine is a lot better. So there really isn't a place for Belle's Folly that I can think of.

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u/NotVeryTalented May 11 '26 edited May 11 '26

Honestly, I think Belle's Folly feels very solid for where you get it. I was actually surprised to see it even listed here. Maybe it doesn't feel like a big difference at Moons because they really don't have that high of defense to begin.. so the accuracy doesn't provide that much.

However, using Belle's Folly at something like Black Dragons feels very good.

3

u/Key-Anteater-953 May 11 '26

I bothered to get it while I was waiting to get a scobo and the black toa gem, and once I got both it feels like a massively dead item. I would love more places to use this thing, but it seems far less versatile than the zombie axe. Maybe more slayer mobs can get a stab def reduction so it isn’t totally replaced.

Only place it’s useful atm is warden core when you’re out of spec. Thing hits like 54s in eclipse

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u/Mamafritas May 11 '26

Was going to say, Belle's Folly is perfectly fine for the difficulty of the encounter to get it. The grind to get it is what makes it not worth it. Buff the drop rate, let us kill shellbane griffon off task and leave the stats alone.

2

u/Smooth_One May 12 '26

Simply making it not an arbitrarily designated Slayer boss would fix everything about the Belle's Folly.

Just makes me glad most bosses aren't plagued by being a Slayer boss tbh. Imagine if we also had to go do 22 Turael tasks for the privilege of being able to fight Huey or Scurrius or Doom.

17

u/runner5678 May 11 '26

The Hopper is beyond bad. Idk how that can be salvaged.

Tbh, scrap it and delete it

Buffing it is really risky. It’s a hard item to balance. Feel like this item will always be complete shit or super busted

21

u/moose_dad 99 May 11 '26

Its hard because its intrinsically linked to bolts, which have needed their own review for years

11

u/Thermawrench IGN: Ecologic -- We pay to QUEST! - 341 qp May 11 '26

Just make it only work with physical bolts rather than enchanted ones.

5

u/acrazyguy May 11 '26

And remove the accuracy penalty. You use crossbows against enemies with high defenses. With only a third of the accuracy, it just never hits

2

u/Tommeke1994 May 11 '26

Would also buff the sunlight & Moonlight bolts to make then just a tad better. And the amethyst broadbolts aswell

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u/Psymonthe2nd fr33 stuff pl0x May 11 '26

Yeah that's my worry too. It would require a rebalance to crossbow bolts first, and even then there's a good chance it'll still be in the same state of too strong or too weak.

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u/Aperiodic_Tileset May 11 '26

One of the issues with Grimstone is that while it's nice for making Steel Cannonballs (which aren't even used in sailing), it's awful for making cannonballs for sailing. Not because it's slow, but because the ratio of bars to cannonballs is simply not worth it.

Turning 1k gp mithril bar into 4 mithril cannonballs doesn't make sense when you can buy them 150ea

Addy and Rune balls are even worse than that. Not even Ironmen want to touch it with these ratios.

Are there any hopes of improving this bar:cannonball ratio for higher level balls?

Perhaps mith/addy/rune/dragon balls could be rebranded to "plated cannonballs", using steel cannonballs as core and covering them in thin layer of the metal, similar to how we use zinc, chrome or chrome plating IRL.

This could be also a way to create sink for dragon sheets/nails/keel parts, since all their current uses are one time only

5

u/DivineInsanityReveng May 12 '26

Have said it since it was announced, the buffs to cannonballs and the processing of them should have always been improving the ratio of cannonballs per bar.

We have the double ammo mould, does it double the ammo we make? Nope it doubles the speed. Great, the afk method got half as afk and is still bad.

Now we get a cannonball furnace, awesome it makes us more efficient to make more cannonballs right? Nope it just makes them faster again so the less afk method is even less afk and still shit.

Imagine instead the double ammo mould buffed it from 4 to 8 balls per bar, and the furnace improved yield by 50% in general (so 4 to 6, or 8 to 12). Suddenly you're making 12 balls per bar, instead of 4. Actually worth considering at that point. For now as an Iron its just "haha spam mith cballs" and keep all the rune and dragon cball drops to use in future combat where it might actually matter.

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u/Tombtw May 11 '26

No mention of changing A-B-A port tasks? Whats the point of sailing around if the best thing to do is teleporting to the destination lol.

I swear port tasks were advertised as a version of the travelling salesman problem, yet the implementation has us just going between 2 of the highest level ports

3

u/breadtrain727 May 11 '26

Make it so you need to deliver goods at like 10 different ports. At least then you can actually say you're sailing

4

u/-GrayMan- May 11 '26

How would you go about improving it? I think the TP part is definitely a little lame but can't really think of anything other than maybe like a delivery route hitting up several ports for one task.

9

u/Tombtw May 11 '26

Add higher reward yielding tasks to other (not so) nearby ports along with the existing ones that go to a nearby one, so you end up going to a close port on the way to the longer distance one as they initially advertised it to be

2

u/Novasoal May 11 '26

Could do some sort of bonus for delivering to a different sea/ocean from originating port?

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u/dcpugalaxy May 11 '26

Simple: the task fails if you teleport.

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u/SanguineToad May 11 '26

Make them two-stage, bring X to A then Y to B

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u/deylath May 11 '26

Personally i wouldnt mind if Ports just levelled up to a degree so to speak. There is simply just no reason to deliver in the ardent ocean part because the xp rates just stay exactly the same.

It could be done in a variety of different ways but you know how ports have higher level deliveries? What if we got a lot more of those and low level ones get shuffled out of the pool at a certain point. So for example once you reach level 50 sailing, the level 1 port tasks between Port sarim and The Pandemonium becomes a level 50 one ( could also be 40, but lets not quibble over actual implementation ) with needing more crates to deliver and it also giving appropriate xp to the level.

That could keep port tasks competitive across many oceans so you could pick and choose where you want to sail and with the new loot system for it, it would also be a decider between what loot you are looking for.

Would be hard as hell to balance obviously, but personally would love if delivery tasks got changed from a gameplay point as well. Teleportation not allowed, revamped rapid placements so you arent just sailing in a straight line and have to work for it, a barracuda light fashion. Add pirate encounters to them which if you choose to interact with would yield more loot, maybe even xp / encounter but lower xp/h overall

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u/LaGarrotxa May 11 '26

Why not make bounty tasks just like hunter rumors with a pity drop? Would make the XP more consistent. Keep unique drops the same rate just the hunted item automatically after a certain KC.

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u/Weary-Magician9283 May 11 '26

Will you also fix the moth mixes that the recolouring plugin also fixes?

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u/neilharbin0 May 11 '26

Seconded. Specifically Moonlight moth mix, Sunlight moth mix, and Sapphire glacialis mix all use the same sprite. Furthermore, there is no difference between 1 and 2 dose sprites, but I'd be happy if just one of moonlight or sunlight mix had a different color. Finding out you brought the wrong one can ruin a trip.

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u/TheNamesRoodi 2376 Total GM May 11 '26

Oh my gosh, so much good stuff. Dragon sheets take far too long to gather for a dragon keel so I'm very happy to see their rate increase. They can be broke down into nails so they should always maintain value even if the buff is big.

However the 3 tick gathering during deep sea Trawling is probably the biggest thing here. Not having to spam click the net will take deep sea Trawling from a 9/10 activity to a 10/10 activity to me.

Great ideas!

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u/Lurkske May 11 '26

Any news on when will get the summer sweep up blog? Summers quickly approaching

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u/LeagueofSOAD May 11 '26

Can we get a Ballista mount for ships? Would give Javelins a good use as a harpoon type weapon.

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u/Taddit14 May 11 '26 edited May 11 '26

I am really interested on the proposal to add regular fishing spots out at sea, cool to add some use cases to the raft.

Would these fishing spots be able to roll for moon key loop halves if you were to fish in Varlamorian waters such as the Sunset Bay or Fortis Bay?

Will fish crates be updated to work with these new fishing spots?

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u/Pyroseph DeliverItems May 11 '26

Changes to sailing combat which includes auto-retaliate, automatically repairing your ship, and automatically looting?

This seems like trying to make ship combat as afk as Gem Crab at the cost of any skill or fun that could possibly be had.

Bounty tasks are going to become "go here, afk for 20 minutes, come back for XP drop, repeat"

Also pretty disappointed that 2 out of the 6 points on the roadmap are just scrapped and in their place we're getting...the 2nd part of boat combat fixes because the last fix (the first bullet point) was so unpopular.

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u/DremoPaff May 11 '26

I'd be curious as to know what was expected of Belle's folly.

I say this with all due respect, but I'm not sure how a weapon that was directly compared to another one(Zombie Axe) as to ballpark it's intended spot in the game was intended to perform when, 1; is intended for a generally worse/more niche melee style, 2; has less accuracy than zAxe for its main style, 3; has less accuracy for it's second style (which is zAxe's main one) than zAxe has for its secondary style, and 4; has less str bonus than zAxe.

It's a really cool weapon, one of my new favorites, but I think I'm not exaggerating when I say it was pretty much setup to "fail" and only see relevancy in very niche situations/progression from the get-go when it was pitched as an alternative to a gear piece, when in truth it's almost on all points a downgrade.

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u/riptide321 May 11 '26

Couple of points about this blog and sailing changes if we're changing them now.

  1. Sailing related slayer items should not be slayer boosted, they should just have reasonable rates unrelated to slayer.
  2. On that point, Belle's Folly should be a 1/100 from the small gryphons, and the horn should be a 1/100 from the boss. Whoever thought making it a 1/2500 off slayer I need an explanation.
  3. Aquanite hopper should just be a bad twisted buckler, change the stats and move the fun effect (without the bolt nerf) to an actually good item.
  4. Same thing for Boat Slayer, just give the reasonable drop rates without having to go to port get task go to location get task item and repeat.
  5. Trawling's skilling method of spam clicking shouldn't be the way to actively do it. I'm not sure who likes spam clicking as a skilling method but its not enjoyable at all.
  6. Trawling Fish cook rate, there is no reason why Giant Kril, a food that is not worth the time fishing or getting has a burn rate of 60% on a range when unlocked.

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u/DivineInsanityReveng May 12 '26

Also a big fan of removing on task rates. They feel bad to interact with and are just massive artifical grind increasers if you want the specific item.

I shouldn't feel obligated to go and get an unrelated port task to magically make sharks drop a dragon hook more commonly, and oops i finished the task time to stop killing them to go and double my rate again!

Unfortunately its very clearly a favourite design of some mod(s) as its reared its ugly head multiple times throughout the years. Still find it baffling we're returning to horrible ideas like rates in the THOUSANDS for small improvement items.

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u/zelly-bean May 11 '26

Since the horn of plenty is being touched, I hope that it will finally be able to be used at aereal fishing to boost molch pearls as advertised (you currently cannot even have it equipped while aereal fishing)

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u/BioMasterZap May 11 '26

I like the idea of letting crewmates loot for us. Like it kinda seems akin to a crew pulling a net of fish or such. I also think a visual display for unique or valuable items would be a nice addition. Sea Creatures loot kinda similar to the hole at Doom, so adding something akin to the glow when you get something rare could feel consistent.

The changes to Trawling sound good. I'd much rather see Marlin stay a high profit method than just turning into another high exp method. Though the one thing I have seen come up is that the lower level Trawling Fish don't feel like they are providing enough reward for the effort compared to similar level content. So it might be that Marlin are fine, but the early game Trawling could stand to be more rewarding.

For the Sail Cosmetics, will we also be able to change the color of the flag above the Sail? In the image, it shows a red one for green sail and a blue one for black sail.

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u/Noxmo May 11 '26 edited May 11 '26

All good changes, have a thought on deep sea trawling.

The "big fish" and boat paint rate is still extremely rare and (I think) significantly rarer than was initially proposed.

I appreciate they're just cosmetics, but having them be that rare means clog hunters will grind them, which harms the gp/hr of the activity in the long run, just as we see with pet hunters (no hate to cloggers or pet hunters, just saying it impacts things).

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u/Jebne May 11 '26

Could you please consider making it harder to misclick yourself off the helm when trying to trim your sails? It is so frustrating and happens surprisingly often.

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u/Peechez May 11 '26

Please poll removing the 1t clicking on trawling and just make that the base. It's already a very active method, it doesn't need tedious rsi busywork

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u/culverwill May 11 '26

Yep this should be the change! I’m all for active and involved gameplay, but spam clicking the net over and over is just carpal tunnel simulation

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u/PetrusOctavius May 11 '26

Great changes all around, it felt like the development of the skill was being harmed by all the focus on combat, so I'm glad you guys decided to take a step back from that.

Already having 10k frost dragon KC makes those changes hurt, but the sheets specifically felt like they were a little too rare anyway.

I'm glad you decided to not change the fishing exp on trawling, it already felt rewarding, and should be in a very good spot with just the changes proposed.

Really looking forward to more customization on the sails.

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u/JagexLight Mod Light May 11 '26

Thank you!

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u/66f6 May 11 '26

If the sailing drops at sea are being made more common on task, and you will be able to essentially be permanently on task for every monster, then why not cut out the middleman and just make them more common all the time?

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u/BoboRosso May 11 '26

I’m still hoping there will be an addition of a quick way to see where your ship is currently docked. I know currently you can try to cast TP to ship or talk to a shipwright to see where they are located. It just feels like an extra hassle to go do sailing after doing other content if you forgot where you left it last.

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u/Really_Angry_Muffin May 11 '26

Any plans on being able to assign crew to a specific boat?

I have multiple boats, one for combat, one for port tasks, another for fishing, and each require a different team of seamen.

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u/breadtrain727 May 11 '26

Make the rosewood hull and items a more meaningful chase item by improving the current way port tasks work.

Try to make it so its less teleporting, and more long seafaring instead. Perhaps you get a list of ports to deliver cargo, making you have to sail more. Add some cosmetic uniques (a few clogs) to keep up profitability of dragon sheets, stimulate demand. Add thematic rewards to port tasks too of the areas you go to. Maybe you can choose your own route?

Karamja might have some tropical rewards like papaya seeds, brimhaven might have a bigger chance of a pirate clothing clog. Maybe add some of the buffs you're proposing as rewards from port tasks instead as some sort of upgrade.

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u/Verronox May 11 '26 edited May 11 '26

Will we be able to add “classic” fish to the ice crates? Or will they have to be put in the cargo hold as individual items? I’m curious how this will interact as an “extended food storage” for some islands with no bank and slayer monsters.

And when it comes to sailing-items being more common drops from sea creatures when on a bounty, does this mean the bounty system will be changed? Task rates work for slayer because you get a fixed number before the task is done. What’s to stop someone with a vamp kraken bounty from dropping/destroying the bounty item to artificially and perpetually keeping that task? I don’t know if this is even something that’ll be considered a problem, seeing as someone who wanted to could just go to the right port and immediately pick up the same bounty task again. Essentially trading off loot sacks for not leaving the spawn area.

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u/Nxyta May 11 '26

With the ocean encounters, would it be possible to make the lower level ones decrease as your sailing level increases in the same style as low level herbs decreasing at herbi etc. Nearly every lost crate is a wooden/oak crate, when you’re 90+ sailing you’re probably never going to interact with these! Just feels like the higher tier crates are a bit too rare in comparison to how common the lower ones are. In a similar vein I think the lost clue casket event is far too rare, I’m at probably 350+ hours of sailing without ever having seen even one. 

Also is it possible to stop the strong winds from slowing your boat down? Currently if you already have a speed boost active and hit the strong winds it slows you down to base speed before speeding you back up. Which is really irritating when trawling marlins where you need the speed boost to maintain pace with the shoal! 

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u/AbyssalLuck May 11 '26 edited May 11 '26

Please buff the fishing aspect of deep sea trawling to be about 50k at least, its okay if sailing xp is low but thats the most click intensive fishing method

Edit: I guess the fishing xp should not be buffed and they provide reasonable explanation for why it should be kept low

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u/Emperor95 May 11 '26 edited May 11 '26

We're also speeding things up a bit by reducing your gather rate from 4 ticks to 3.

This alone should already be a noticeable buff to fishing xp rates (by around 25%) without changing the xp/fish unless you are already 1 ticking in which case 50k already is realistic to achieve afaik.

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u/JagexLight Mod Light May 11 '26

Hey, thanks for flagging it as feedback. I passed it on to the team but they have explained why we're not looking to touch the Fishing XP, and it's mainly because it might tank the profitability of the method. We gave some reasoning in the blog specifically on this and I'm just wondering if the reasoning made sense/resonated with you? I can ask Husky to clarify further on today's livestream Q&A if it would help.

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u/Dsullivan777 Solo GIM May 11 '26

Only slightly related, but can the team look at the burn rates for deep sea trawling fish? They are unaffected by cooking gauntlets and have an absurdly high burn rate which scales aggressively with cooking level. Not a problem at 99 obviously but God forbid you try to cook halibut in the mid 80s you unlock them at with a 50%+ burn rate with kourend elite at hosidius, at worst its 65% burn rate at a normal range right at 83.

One of the supposed perks of deep sea trawling was bulk food, but it often ends up yielding less net food/hr AND fishing exp than minnows for higher requirements and activity!

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u/AppropriateAppeal145 May 11 '26

From my experience with deep sea trawling I think it could be really improved by not making the player move both their manned net as well as a crewmate manned net. If you had it where a crewmate matched your net height automatically it would make the whole action much more enjoyable.

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u/Ragingg_CLV May 11 '26

Would the fact that the gather rate for non-spam clicking trawling going for 4 to 3 also result in an exp increase?

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u/glemnar May 11 '26

Players are already disincentivized from doing it because it's active gameplay, and players tend to prioritize AFK over everything else.

Minnows aren't exactly popular gameplay.

We could suffer having some more fishing methods between the 30k/hr AFK and the 100k/hr from doing Tempoross in weird ways.

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u/bear__tiger May 11 '26

What xp/hr would they have to give trawling to get people to do it over afk fishing, though? Drift net fishing gives ~90k fishing and ~120k hunter xp per hour and nobody really does that because you can get >50k xp/hr afking barb fishing (>60k combined xp/hr with str and agi).

You do trawling and minnows whenever you need food and the xp is incidental. I suppose getting 50k incidental fishing xp over the course of an hour is better than getting 25k incidental fishing xp but it doesn't make a huge difference in the grand scheme.

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u/glemnar May 11 '26

The main problem with drift net fishing is making the drift nets. Irons would do a fair bit of it if not for that I think

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u/QuirkyRose May 11 '26

Exactly who tf is farming jute 😭 I don't even know how the main economy makes this viable is it just bots farming jute??

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u/Captnwoopypants May 11 '26

Yeah drift net fishing is expensive. And hunter is far faster by not using drift net. Its just not really comparable

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u/spatzist May 11 '26

If there was an easy source of drift nets you would see a lot of people there, needing to make them from scratch tanks the effective xp/hr of the method (at least for irons)

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u/sddsddcp May 11 '26

The high exp method is literally what they proposed with leechfin fishing though. Trawling already has its perfect niche of being a high-profit method while also still providing considerably more fishing exp than afk bwans/crabs (which no one seems to believe because they've never trawled a day in their lives apparently)

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u/hubatish May 11 '26

Thanks for the clarification! Agree with mods that high XP = more players doing it = lower gp/H & it is just for skilling to have a good go/h method

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u/[deleted] May 11 '26

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u/Zebermeken May 11 '26

Wdym? Trawling offers the best in-game food, and every iron will need to get more food at some point in their account. It’s not insanely active and even and not spam clicking you can still get 400-600 bluefins an hour. 22 hp + 5 prayer is an insanely strong food in comparison to all of the other iron-friendly foods like Karams, afk anglers, or minnows sharks.
All those above methods also give a balance between either a high quality food or okayish xp/hr with varying levels of engagement. Trawling is somewhere a little above anglers in the fishing xp department but provides 6-8x the food per hour and a higher quality food than the other two mentioned ones. Why should it also be a BIS fishing training method?

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u/sddsddcp May 11 '26

Just some other uses of trawling fish (namely bluefin) for irons that people might not have considered:

Redemption proc thieving at vyres/elves, making each inventory slot worth effectively 41 hp while only incurring a single food's worth of eat delay

Saving ppots at cerb, since you can camp 21-40 prayer points and just eat a bluefin for the third ghost when you would've needed to heal anyway

I'm sure there are more

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u/FoxglovesBouquet May 11 '26

And the other trawling fish are pretty stacked ngl; Haddocks are mini-anglerfish that can be caught & cooked earlier, while Halibuts are basically upgraded Bwams. Marlins are straight up the highest healing food with no downsides. Hell even giant krill are better monkfish.

And all of these can be caught in huge amounts.

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u/AlbedosThighs May 11 '26

The incentive to do trawling is getting BIS food in large quantities

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u/Combat_Orca May 11 '26

No we need to keep it profitable, it’s the best skilling profit method in the game

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u/Willing-Chemistry475 May 11 '26

Lot of great things here. Really good job listening to the community and delivering with this. My only concern as an iron is although being able to get sheets will be easier with the higher weighted frost dragon tasks is that it will make the already long grind of getting an imbued heart even harder since it will compete with abby/smoke/araxyte tasks

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u/JagexLight Mod Light May 11 '26

Thank you for the feedback, it means a lot.

A dev told me you can toggle the weighting on and off so hopefully that should help? The team has considered that grind when making these changes - keep an eye out for upcoming news in the future. 😄

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u/Asd396 May 11 '26

Have you considered increasing the base weight and making the task itself an unlock instead? Right now leveling sailing past 87 kinda rags your early slayer training by unlocking a fairly slow task.

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u/FerrousMarim RED reef? RED axe? Cannot possibly be a coincidence. May 11 '26

This is a far more sensible approach, and in line with existing slayer unlocks.

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u/Frekythunders May 11 '26

If this is a toggleable unlock for slayer then I'm all for it.

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u/Vlorithen May 11 '26

This is the dumbest thing I’ve ever read on this sub, congrats

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u/DivineInsanityReveng May 11 '26

A whole lot of awesome changes here. My first few thoughts:

  • I hate on-task Rates for Slayer already. it feels REALLY bad because it essentially just becomes "don't do this off-task" and makes you feel mandated to do the task when it shows up. I would rather these be removed and off-task just buffed to suit
  • I do not want On task rates given to Bounty Creatures. The purpose of the bounty is far better slayer xp/hr than just killing the creatures. This will now be extended to also include Loot from the Task? (which is great!) I don't think this ALSO needs to be meta for hunting for the drops.

I don't know what point we reverted back to this. For a few years there we were doing on-task rates as some sort of "bot farming prevention" (didn't really work). I wish we would stop doing them whatsoever. If someone wants to kill Abyssal Demons off task for their whip drop, its not suddenly a 1/2k drop.

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u/hubatish May 11 '26

On-task rates for bounty sea creatures should be significantly better than on task rates for slayer creatures, especially with Jagex's proposed change to always have a task for a given creature available at some specific port.

..as the similarities between bounty tasks and slayer tasks continue to grow, I continue to say Jagex should have just called bounty tasks "slayer tasks at sea" and rewarded slayer XP. Then all the complaints would make sense - "slow, repetitive killing of regular mobs on task with high resource consumption for low XP/H.. yep that's slayer all right"

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u/JonSnuur May 11 '26

Rumour sacks are fantastic because they offer a good variety of rewards. They aren’t just focused on making you better at hunter (although they do that too).

Could you reconsider the (much appreciated) concept of the courier sacks to offer things useful outside of just sailing?

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u/Tombtw May 11 '26

Make the lower tiers of blowpipe upgradeable without having to fish up a new squid beak

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u/Diapolo10 http://bit.ly/2qE7iQ3 May 11 '26

Has there been any discussion in the dev team regarding facility tier balancing? I'm specifically referring to how dragon/rosewood facilities and core boat parts have such high Sailing requirements there isn't much room to introduce higher tiers in the future, like tier 70/80/90 weaponry/keels, and that's assuming they'd be some kind of PvM loot from new future combat encounters.

My point is that if dragon is the end-all be-all "final" tier for Sailing equipment, that would massively limit future reward space to something like cosmetics or pre-kitted bottled boats (or facility bottles, I guess), at least without lifting the level cap to 120.

On the other hand I do understand that re-doing the current tiers to 60 Sailing for dragon (for example) would at this point be quite unreasonable. I just want to know if, again, there's been any related discussions on this topic.

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u/Goldieeeeee May 11 '26

I hear your reasoning on deep sea trawlings fishing xp rate, but I don’t agree.

The most involved and interesting fishing method should be closer to the top training methods. It’d be okay to risk slightly devaluing marlin in doing so.

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u/ContractorBk201 May 11 '26

Only disappointment from this blog so far imo is how toxic the clogs for trawling are. The rarity doesn’t scale so it’s just a ton of fishing lower level fish with awful xp. I also love how doubling the xp still makes it worse than afking salmon and trout.

Are there any plans to change boat paints so you only need one for big boats? I can’t ever realistically put gold trim on my big boats this way

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u/Chuiboirldsl May 11 '26

Are there any plans to review the drop rate for Salvor's paint? At 1/24k, it feels significantly disconnected from other rare drops. Drawing a comparison to items like the Herbi or Skeletal Visage, a cap closer to 1/3,000 might offer a more rewarding grind for the community

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u/Far-Programmer7598 May 11 '26

We're no longer proceeding with Pirate Encounters

Lol

Lmao even

How much dev time has been spent on the combat issue?

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u/Tumblrrito Untrimmed Slayer May 11 '26

Content draught so bad even the crumbs that were planned are getting canned

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u/Middle_War_9117 May 11 '26

I am 99, was 99 in like the first week and stopped getting exp after I got soup (roughly 17m exp) but I don't understand this new blog.
So if I understand right

  • Pirate Encounters are scrapped for now
  • new cannonballs with nothing to shoot them at
  • cannons are still basically in the same state they were with the highest tier serving quite literally no use
  • sailing cape is still useless and for what ever reason worse than a salvaging drop
  • loot sacks are long overdue and should have been in at the launch with courier tasks
  • "Fixing a bug preventing players from taking two cargo of the same type for different tasks."
- why did it take 6 months to address arguably the worst bug with courier/port tasks that people found obnoxious and often times had to either work or around or assume was intended and bad design?
  • why are we turning crewmates into glorified bots with extra steps?
  • Facilities will be moveable within the Sailing side panel.
  • again overdue but this looks clunky currently
  • aquanite hopper and belles folly buffs shouldn't be "considered" aquanite hopper is objectively not good, and Belles is its own set of issues
  • why isnt medallion of the deep a replacement at this point for the apparatus? that seemed like the original idea but yet here we sit?

genuinely what is it sailing is supposed to be? new skill has no incentive to push 99. the 90 - 99 bracket rewards /skill perk from the cape are actually bad or a waste of time that aren't needed. I don't even know what crewmates are supposed to be at this point if they're just automating literally everything including looting. I am just confused

I am confused, I ask because I just want to hear peoples perspectives, what am I not seeing? because from my seat it feels like they have no idea what they want with sailing right now.

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u/ComfortableCricket May 11 '26

what is it sailing is supposed to be?

The community can't agree on what it should be and Jagex is trying too hard to please everyone.

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u/livermoro No gay, no pay May 11 '26

I hope automatic looting doesn't pass, that one was so weird. Loot sacks sound great though, hunter rumors are my favorite skilling method.

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u/hairyminge99lol May 11 '26 edited May 11 '26

My biggest gripe with sailing currently is that I haven’t even got a reason to level it. I’m an end game group iron with 50 sailing because there isn’t a reason to do it besides frost dragons for what purpose.
One of my group mates afkd to 99 at work and our group hasn’t got anything to show for it, can’t go anywhere new, no new items to bother using. Just seems quite pointless right now besides artificially boosting my total level. I’m not even a sailing hater I just have no reason to train it after it came out because nothing useful needs it. I’m sure there will be an announcement soon but it feels like it’s been too long, especially with the lack of main game updates for the first half of the year. Just a lot of mid game conveniences and side grades right now

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u/[deleted] May 11 '26

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u/LaGarrotxa May 11 '26

You’re an end game iron and see no reason to level the skill? I’m sure there’s plenty of content you’ve done simply for the clog or completionism

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u/Erodindor May 11 '26

As an iron, I’ve found a few things useful from sailing that carried over into the rest of the game:

Cannonball crafting on Grymstone is a pretty viable way to get steel cannonballs for slayer. Crafting wasn’t really an option before and most/all my cannonballs came from PvM. It’s a good way to get rid of excess bars.

The new fish from trawling are all fantastic. This is probably the most impactful addition to the main game.

The Rosewood blowpipe is great for tagging mobs with low level darts for barrage slayer tasks.

Ironwood trees are a nice upgrade over yews for a chill WC experience that also has forestry events.

Aquanites are a great way to upkeep ranarr seeds.

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u/greatersteven May 11 '26

We used to play games because they were fun. 

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u/herecomesthestun May 11 '26

Is sitting at a salvage point while watching youtube videos fun?

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u/greatersteven May 11 '26

Hey, why are you playing runescape at all? 

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u/Tumblrrito Untrimmed Slayer May 11 '26

If it’s not there are thankfully a few other methods

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u/breathingweapon May 11 '26

One of the most intriguing parts of osrs is the sense of progression. Jagex even uses it in their marketing.

Sailing doesn't really add to that feeling and therefore isn't a lot of fun for people.

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u/PhillipIInd May 11 '26

They are expanding the sea areas I think later this year with more areas

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u/RyukzReign maxed main May 11 '26

I trained sailing because it was fun, things can be simple

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u/iPissVelvet May 11 '26

That’s how most skills were born in OSRS…

The skill is created as a foundation and then content can be gradually added on top of it. Did you think fire making came with wintertodt?

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u/RaspberryFluid6651 May 11 '26

If you're an iron it's good for fish, potions, and prayer. It's also insane for herblore XP, the new stuff is super easy to make. 

As a main I think the only truly "worthwhile" thing, given that you can buy most things, is Frost Dragons as a money maker? But a lot of skills are in that spot because the GE is hard to beat without making a skill OP. 

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u/DivineInsanityReveng May 11 '26

You're in an endgame group iron using non BIS food. Most skills are redundant to train, you just have trained them for quest/diary reqs. Sailing has no high quest reqs and zero diary reqs. Pretty much the only difference.

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u/alynnidalar May 11 '26

I understand that a lot of this stuff definitely does need some love but some of these things also feel like stuff that should be rewards for a quest, received for a payment, etc. I don't love the current trend of just getting a bunch of buffs for free--I think it locks you in a corner with future reward space. A huge part of a good reward is something that sands off a rough corner/gives quality-of-life/helps you deal with a little annoyance.

Improve things, sure, but don't polish things so much that there's literally nowhere to go in the future other than power creep.

(on the flipside, I very much like the plans for the repair bench coming from Red Reef. That's exactly the kind of thing I'd like to see more of--a situation (repairing a ship) that's totally doable in the base version (having crewmembers apply repair kits one at a time or applying them yourself) but has an obvious area it could improve in (applying MULTIPLE repair kits, or applying as-necessary without needing to be directed). Complete a quest (or some other kind of challenge), get a reward that gives you that improvement. This is what I want.)

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u/BlueberryCentral May 11 '26

Good changes overall, especially on the dragon sheets. Mildly concerned still on the UI, feels like buttons could be tightened more while playing on the PC. Hard to tell without using it.

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u/StudioCool3659 May 11 '26

Pirate encounters shelved, new trial pushed back until 2027 and a buff for the hopper that’s been useless since the blog has to wait until the summer. It’s been six months since sailing released and all we’ve gotten is changes to numbers in a spreadsheet; where is all the development time going? It can’t be for leagues where they’ve given up on big fixes not even half way through, can’t be for the bots running rampant nor for the non existent community support. Membership prices have gone up but quality and speed in delivering content is going the other way.

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u/Icy_Assumption_4856 May 11 '26

Great changes overall! 

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u/BR05TOM May 11 '26

I'd love to see an XP increase for fishing via trawling - It's cool, fun and a different way to interact with the skill which has high requirments if you plan on using the cotton nets etc, it's criminal you get 20-30k xp an hour at bluefin etc if you're not doing the spam click.

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u/lenlogic 2277/2277 May 11 '26

Great ideas and changes for sailing that will definitely improve it.
A few questions regarding some of the changes:
1. The current facility to heal the boat (one time use), can that just be updated to the other
facility mentioned? It seems redundant to add both (one time vs continuous) and would make the scroll panel longer.
2. I do like the idea of adding a facility that will auto loot defeated sea creatures (and also add the highlight option mentioned)! It would fit the theme that certain crew members have a job (hauling up the loot) and the better they are the faster they do it (which can be used to balance early levels).

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u/SectorPale May 11 '26

For thematic purposes, would we be able to get spawns of appropriately leveled creatures in an ocean with a wander radius that covers that entire ocean (excluding salvaging spots and trawling routes)? Aggression is probably what makes this a risky proposition, but I'm wondering if some middle ground could be reached. For eg. beginner oceans only having non-aggressive wandering spawns.

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u/thewisetemp May 11 '26

can the vibrant food change also be applied to hunter meats?

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u/Bananaboss96 Mining Enthusiast May 11 '26

Belle's folly feels okay, IMO. Basically the stab Z-axe. Obtaining it is just a bit of an rng fest trying to get the gryphon task.

The aquanite hopper on the other hand does need buffs. Though I would move away from double bolting. It's a cool idea, but you can't really make it cool without it being busted with rubies. What about making give a % chance to reduce the attack delay of your next crossbow attack? Simulating reloading faster. Straightforward for dps calcs, but does make using crossbows in encounters with movement more difficult. Maybe that's a good tradeoff, but I'm not sure what other players think on this matter.

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u/Unplayed_untamed May 11 '26

I feel like we are just getting less and less content this year with the price going up and up.

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u/Balbasur1 May 11 '26

Love the Old Greg reference with the soup

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u/Cardzfan5 May 11 '26

"Once the updates outlined above are live, we’ll take time review your feedback and go from there. Keep letting us know how you feel about these changes and we'll balance them against the priorities of other content."

I really want it to be known that until cannons both feel less clunky and deal damage worth the effort I will not be engaging with them or any sailing combat related content.

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u/RiskyApples May 11 '26

"No longer progressing with pirate encounters" - wow, big move. Im surprised they listened.

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u/Beratho May 11 '26

For deep sea trawling, maybe lower tier fish could give better xp? They aren't very good for money

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u/dancedaisx May 11 '26

“We’re changing the catch/loot rate for many of the sailing items”

“…as sailing item prices have now stabilized”

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u/Periwinkleditor May 11 '26

"We're also mapping various solo spawns of high-level seaborne creatures, such as Vampyre Krakens, Armoured Krakens, and Great White Sharks." I think this'll make the most difference on me wanting to do ship combat. The big problem was attempting to pull one and aggroing 4 or 5, having to run away, come back, repeat. I'd wind up burning through an entire storage of healing items and not even coming close to finishing my bounty task. It seemed completely pointless, even after the most recent combat changes. Because this isn't Slayer, I don't have a "Protect Boat" prayer!!

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u/Legitimate-Freedom79 2250 May 11 '26

It is slightly concerning to me it’s taken this long for the devs to figure out what direction they want to take sailing when a lot of these seem like almost intuitive changes. I have love for the j mods but can’t help and feel like they’ve been a bit disconnected from what the game/community needs. Hopefully this is a step in the right direction? They at least finally stopped focusing on sailing combat after a year of them trying to make it a thing

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u/Significant-Many-404 May 11 '26

I would like to see a special attack added to the dragon cannon that when used buffs the damage of your cannons for a short duration giving you a reason to use it instead of having both crew shoot.

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u/Fidy_ May 11 '26

I have not seen Spirit flakes be addressed for trawling. Are they supposed to work with it or not? Same with radas blessing.

I understand its a huge buff to the content, but imo they should work, or could we at least get it clarified that theyre not supposed to work with trawling?

Perosnally have been holding off on doing trawling until this gets addressed.

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u/The_Wkwied 2376 w353 May 11 '26

I would like to see bigger trips involved with port tasks. Aldarin to Prif is neat, but there is wasted potential for there to be something like, Great Conch - Catherby - Rellekka or the sort.

Or even something like, you need to sail to every port in one particular path

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u/jenniferflowercat May 11 '26

is it intended that the rare fish from trawling are only rolled per catch and not per fish caught?

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u/pointlessnomencature May 12 '26

Since we're making changes, can we please fix the rate at which the rare fish are dropped via trawling? Because of how the rolls work they are 4x rarer than y'all stated them to be (10 hours) which is 30 extra hours of trawling per fish. I've been trawling exclusively from 80 fishing and I'm coming up on 99 fishing (and well past 99 sailing) with no end in sight. The balancing that didn't happen for these really needs to get adjusted.

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u/Standard_Oil_3910 May 11 '26

Are you guys gonna post or release anything that’s not sailing or temporary game mode related this year? Like come on man

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