Good morning and welcome to my first sailing ramble and this is
post sailing. I have been gone for a couple
weeks for the holidays and honestly all I've been doing is
really just AFK salvaging. In fact, I guess for this ramble
I'll just briefly bring this up. We have hit 88 sailing and
almost all of that was through AFK salvaging.
I got soup. There's going to be many more
rambles incoming because I do want to talk a lot about
sailing. I've I don't know if I should
share this right now. I like sailing.
Believe it or not. I do like sailing as a skill.
It's great. I also got a dragon cannon
barrel, which is crazy. I was just showing this on
stream and yeah, so 88 sailing with that that's crazy because
it is confirmed to one in 20,000 as we'll see in the blog post in
a second, but I just want to share straight off.
I love sailing like it. No, I like it.
No, no, I do love sailing. It truly feels just like a like
it was meant to be in this game. I'm very, very impressed with
what the devs have created and there's a lot more to share on
that. But first we have to cover the
sailing XP and review and further review.
So let's get into this. I also will state right now is
just sharing this with the live stream.
That will be in the chat right now and they will be sharing
their perspective on sailing because again, like I've just
been kind of browsing Reddit. I haven't really made many posts
yet. I haven't really had too strong
of opinions on most things as of right now.
So you guys share your strong opinions and then you might sway
me into joining your view. You know what I mean?
Just like I do for you guys. You guys just blindly follow me,
right, All right, I got the yeah, that Nick I it's so good
to have you, man. And what about and how we doing,
dude? All right, let's jump into this,
pull up a chair and hold on to your crystal extractors, because
this week's update features a whole host of sailing tweaks and
improvements alongside some hefty XP balancing changes.
Cool. Do we just click this and skip
everything now? Will we?
Will I want to read this. I want to give the full
perspective of what of why they're doing the things they're
doing. Sailing XP changes.
You've read the News Post's title, you've seen the panicked
memes about the Crystal Extractor being thrown
overboard, and you've undoubtedly got thoughts of your
own regarding Sailing's XP balancing.
We've been reading all over, watching your journeys, and
working with our data analysts to get a real sense of how
players are progressing through Sailing, where the common pain
points are and areas, and that might harm our ability to expand
the skill with further training methods.
With all of that combined, we feel like we're ready to make
some tweaks to Sailing XP. As you might expect, balancing
an entire skill, especially one as broad as Sailing, is complex,
and we are under no illusions that we'd get it absolutely
perfect right out of the gate. That means that while there are
some buffs in today's update, there are a handful of nerfs.
We need to. We need Sailing to make sense
long term. It's not an update for everybody
to blitz through in a week or two and never touch again.
That's pretty much what it's been.
We hope that you're able to meet us halfway.
Oh, sorry. Over the course of years, it's
important that Sailor remains relevant, interweaving properly
with Old School's complex web of progression and as space for
additions to the skill at all level ranges.
So while we appreciate that nobody likes a nerf, we hope
that you're able to meet us halfway and appreciate that we
need to fine tune things with longevity in mind rather than a
rush to the finish line. It's also important to make
clear that we're not going to get it perfect with these
changes either. Sailing has a lot of room to
grow and evolve, and balancing changes are something that we'll
keep iterating on by working with the community's feedback,
pairing it up with our own analytics, and trying to get
things just right. We know that there's a lot we
still need to Polish up with sailing, so before the end of
the year we'll be putting together an in game opinion
survey using our fancy new polling system to gather your
thoughts on a whole host of hot topics.
While we're doing our best to prioritize working on what's
important to ensure smooth seas for our new sailors, we know
that there's a lot of feedback out there from all of you and
more changes that we'd like to see.
So we'd like to really drill down into the details and fully
develop our understanding of your feedback so we can make
sure we deliver. This isn't This list isn't
exhaustive, but you can expect to see questions on things like
ship combat. What are the biggest pain
points? Are there quick wins and small
fixes that would improve the feel alongside more long term
adjustments? How to resource availability and
unique drop rates? More on those below factor and
overall enjoyment here. Deep sea trot by the way on the
ship combat Somebody on Reddit like pulled up this beautiful.
He just was saying why do cannons feel so shitty and they
are shitty. I mean they I think the main
theme of like his post was just like cannon should just do like
way more damage and the sea monsters should have way more HP
just so your cannon feels like it's like this hefty cannonball
hitting your fucking throat. You know what, what am I saying?
No, but seriously, like it would have been so cool if like steel
cannon balls retained that 30HP or the 30 damage that the steel
cannon balls can already do, you know, in normal cannons on on
land and then made it so like mithril cannon balls do 50,
Addie's do 70, Rune do 90 or what you know, going upwards.
So it feels like you're just smacking massive numbers.
That would have felt so much better than hitting the fucking
12 with like a steel cannonball or whatever.
Yeah, so I like that. Anyway, we'll continue deep sea
trawling. Is it appropriate?
Rewarding for effort required? Is the fish output in a good
spot? Is the XP output in a good spot?
XP rates? How is the balance of the skill
setting overall? How do today's changes impact
your view of the skills balance and progression drop rates?
How does the time to complete or time to obtain for various
resources feel? How would adjustments to ship
combat shift perspectives here? Pain point prioritization?
Which of the tougher things for us to fix should we get to 1st
Iron and Ultimate Iron concerns? What unique challenges do
players of these account types face?
What changes can we make to reduce frustration while still
respecting the spirit of these game modes?
What about Settled, the new game mode Sailing Only mode?
Come on. And loads more.
All right, cool. With all of that feedback to
look forward to in the near future, let's bring your
attention back to now. Before we dive into specifics on
the changes we're looking to make today, we've got a quick
refresher on where we expect each different sailing activity
to sit alongside each other. With regards to XP per hour and
viability as training methods. Barracuda Trials number one are
the most intensive and skill based training method and should
remain at the top so long as you're at an appropriate level,
meaning the temper tantrum shouldn't still be dominating
your training if you're already level 50 sailing for example.
Their downside is that the XP gained is fairly static and only
really scales up with boat speed and player skill, so it plateaus
with player skill and incrementally with boat
upgrades. This allows training methods
unlocked at later levels to eventually surpass them.
You can see this effect across the entire scale, where once a
new trial is reached, every other method starts gaining
higher XP to try and keep up. Courier port tasks are the bread
and butter and baseline for all sailing XP and should be
relevant for most of their sailing journey.
They are not likely to be the highest XP earners for most
level brackets, but may have their time to shine in level
brackets between trial unlocks. Salvaging is primarily an AFK
method allowing players to earn loot while gaining XP.
It's aimed to be very second monitor friendly, very very much
is with the option to participate and take
manipulation methods for those inclined for even greater
returns in XP tick manipulation. Salvaging without sorting the
salvage should be a reasonably competitive option below Marlin
rank Barracuda Trials for those who prefer this type of
training, though we'll never balance this method specifically
around tick manipulation since we understand it has a
reasonably niche appeal. Bounty Port tasks are a way to
train sailing via combat, but are intentionally not trying to
be competitive XP provider as we'd like to keep sailing focus
around non combat training instead of making it a combat
skill. These provide a reasonable
option for those who want who wish to seek out rare sea
creature drops while gaining some sailing XP on the side.
Deep Sea Trawling is a fishing and sailing hybrid training
method primarily focused around obtaining valuable fish which
you cannot get anywhere else in the game.
This is not a significant XP driver in order to keep the
price of the fish high, and should instead be considered as
a reasonably high or as a reasonable way for high level
fishers and sailors to earn money as a reward for training
their skills. Finally, with the core sailing
training methods, we have a philosophy that level is king.
As a rule of thumb, higher level unlocks should always try to
reward award more XP than lower level unlocks as a baseline
before then considering the intensity of the method.
All right, time for some specifics.
Drop anchor and take a seat. There's a lot to cover.
Crystal Extractor. Oh God, who was upset about this
when we saw it? I actually have like many weird
feelings about this thing. It really did feel like one of
those mobile games where it's like stay active every minute,
like click the thing every minute, you know, it kind of
feels like I'm not a huge mobile game, not at all actually, but
it it gave me that vibe. But the more I did it and the
more I felt this impending doom of it getting nerfed, the more I
was like, I like this, you know, like I didn't even like it.
But now I'm like doubling down. Like I like it because I have
it. You know what I mean?
It's so weird how we as players do that.
Like, we are so selfish when it comes to updates and I try, I
really do try to remain unbiased and, and here I'm going to try
that. But I truly did feel this little
like stab to the gut in A twist, you know, just like it hurt to
see. We'll start with arguably the
most contentious part of Sailing's XP balance, the
crystal extractor. This innocuous unlock has
sparked a lot of conversation and has, in a sense, warped the
majority of Sailing's progression around it.
By the way, did I even do this drink review?
Fuck, I think I've already done this.
This is a Juneberry Red Bull, it's good.
For those not in the know, the Crystal Extractor is a boat
facility that you can build at 73 sailing for your troubles and
roughly 2 million GP, you gain a facility which generates a wind
wave mote every 60 seconds, granting 600 say on XP.
By the way, when I got this, I was still doing like pirate
salvaging or something beforehand or yeah, I think it
was pirate salvaging. And I just I I still had recall
from the last time I was on the PC playing sailing like your 59
XP drops for doing a full last fucking Courier task.
You just click a thing and you get 600 XP.
It just felt so game breaking, but I was like, I like this it.
I will share the story potentially of how painful this
thing was to get. You know, I have to get the
little what's that thing called Heart of FL to even make this
thing. Try doing a mobile only blind on
hotel Wi-Fi Shark rank on Gwyneth Clyde with a shitty
boat. It was horrible.
That took me like 2 days. If I can get not like 2 like not
like 48 hours, but two like days of playing.
It was so bad and it's so awful. It takes 3 ticks 1.8 seconds to
harvest, or 4 ticks if you count the time it takes to interact
with the extractor, meaning that for the time you're actually
interacting with the extractor, your effective XP per hour is
around 1.2 million. In effect, the single most
valuable thing that you could possibly be doing if there's a
Moat ready to be harvested is clicking on your crystal
extractor, which adds up to an additional 34,000 XP per hour
for players paying enough attention to click once per
minute. Our initial expectations for the
extractor were for it to close the gap between lower intensity
activity such as a port task or shipwreck salvaging and require,
or in higher intensity activities like the Barracuda
trials. Earlier in development, the
interaction time on the extractor was longer than it is
now and it had to be placed further away from the helm, so
we balanced it expecting that players would be less willing to
pull away from the helm in order to harvest wind modes.
As you might have guessed, the sheer volume of posts around the
Crystal Extractor throughout the community, this isn't quite the
case, so we feel changes are needed.
Having said all that, we appreciate that many sailors are
enjoying keeping on top of their extractor and weaving their
harvest in between actions, so we're not looking to completely
gut it or remove emergence from you all.
We'll be reducing the XP per harvest from 600 XP to 250.
Fuck. This means that you can roughly
or earn roughly 14,000 XP per hour from your Crystal
Extractor, rather than 34,000. This is a sizable nerf, but one
that we think is necessary, and 1:00 we'd like to compensate
with XP boost at certain points throughout progression.
More on that later. We think this still makes
harvesting from the extractor worthwhile with an effective
500,000 XP per hour while interacting with it, but means
we have more freedom to balance other activities appropriately
since we're not having to account for a flat 34,000 XP per
hour on top of everything, which makes scaling things up or down
a little tougher. Alongside this change, we're
making an improvement to the Crystal Extractor, which will
allow it to generate charges even while you're at a port
until you've been disembarked, meaning running around on land
for around 10 seconds or so. This means that if you're quick,
you can pick up a deposit cargo and make it back in time for the
XP in time to keep the XP flowing without interruption.
Before we dive into specific activities, we'll say that we're
not planning on any XP changes to Barracuda Trials since we're
already taking a hit as a result of the Crystal Extractor
changes. We're happy with where the XP
from Trials will sit alongside other options without any
further adjustments, and we're constantly seeing players push
the limits here, exploring options like allowing for
natural trimming moments and new more optimal routes are always
being discovered to push XP even further.
That doesn't make sense. Listen, on the Crystal
Extractor, how would you guys feel if you know they're going
to probably go with this? I feel like they're even doing a
bigger hit on the on the nerf because they're gonna like
barter with us. You know, I feel like if they
were just to say like 400 XP, then we'd all be upset and then
we wouldn't get our way. Like we wouldn't.
I think they're going 250 and then like a week later we're
gonna bump it back up to like 400.
That that's what I expect. So then it it feels like we just
got a buff even though we just got a nerf.
Who knows? Actually, I but listen to this.
How would you guys feel? This just came to my mind.
How would you guys feel if it was 250 XP like they're
proposing? But if you don't hit it
immediately, it continues to trickle a little bit more XP.
So not another 250 the next minute, but the next minute
maybe it gains another 100 XP up to a cap of what it originally
was, 600. So at the end of like, you know,
3 minutes, if you're like full AFK for three minutes, your
extractor would continuously build and then when you actually
finally hit it, you do get like a 500 XP drop for having waited
longer, but it's still not worth it.
So if you are paying more attention, clicking it every
minute would still be worth it, you know what I mean?
But then it doesn't feel like super bad if you don't click it
every single fucking minute on the queue, you know?
How would you guys feel about that?
If it continued to gain at a slower interval?
Every second that passes, pretty much, or every minute that
passes, it would just slowly gain.
So it'd be like 250 and then it would gain another 150 the next
minutes. It'd be like 400 after 2 minutes
and then the next minute would only be like 75.
So it's like 475 after like 3 minutes.
You know something like that. How would you guys feel anyway
Crystal extractor can go honestly not the point of it
yeah. I mean listen, the crystal
extractor as I said, did feel very mobile mobile game ish.
But people like it. I think it's OK where they put
it makes it somewhat inefficient to leave a salvage to pop to pop
it still good for passive XP while sailing racing yeah who
knows yeah. So I'm not like the most, you
know, I I could be convinced one way or another.
I just need some more like advanced sailors in here to the
explain to me what are the pros and cons.
So we'll continue that later. But if you guys have any
suggestions, leave it down. And we are live right now.
So this will all be on the ramble.
So don't say anything that's going to embarrass you because
this video is permanent forever for the next 10 years.
Everyone's going to go back to this video and see your stupid
comment. Now your guys's comments are not
stupid. Everybody's favorite delivery
driver simulator. What is this?
Port tasks? Oh God.
Port tasks are supposed to be a medium intensity method that
sits between shipwreck salvaging and the Barracuda trials,
offering a comfortable midpoint in XP per hour.
While we expect there are still discoveries to be made in order
to maximize the efficiency of tasks like this, particularly
with the so-called ABA tasks, which can which you can learn
more about in these videos from West Ham and Cribus.
West Ham sailing. Yeah.
See, this is how out of date I am.
Well, isn't he supposed to be PK ING people?
Who's Cribus? I don't actually know who that
is. Probably a legend though.
We think there are some points in progression where Courier
tasks in particular could use a little boost to make them a more
appealing option. We'll be we'll be increasing the
completion XP offered by all Courier tasks from level 40 and
above by 15%. Why not 40 and below 2?
Did anybody like do everybody did Courier tasks or port tasks
at the beginning? Why is it so bad?
It's so bad. Like, I get that you want us to
have a decent amount of time in those low levels, but holy shit
it was painful. Like you're getting 57 XP for
going on a map on a fucking stinky raft all the way to
Catherine B. It's just like, Jesus, it was so
painful, they should just do this 15% all across the border.
Why not? Why not below 42?
You know what I mean? Would anybody have a problem
with that? This should help them shine a
little brighter in the level ranges between Barracuda trials
where one starts to fall off and want to progress to the next.
Particularly levels 40 to 55 and 60 to 7676.
Seven. OK, as well as make them a more
appealing laid back options for players in the 90s and beyond.
99 sporting rosewood upgrades to Max out their boat speeds.
At this stage we're not planning any changes to the XP offered by
bounty tasks for two main reasons.
One being that ship combat isn't in the best day right now and we
need to have a wider review on how to best improve combat
before we push it any closer to being the meta at any stage.
And the other being that these tasks are supposed to be a nice
excuse for you to obtain bounty targets unique drops while still
getting a little sailing XP boost on the side.
Deep sea trawling, sailing to 30 is not even bad now when we know
what to do. Isn't it just like charting,
Like C charting? That must be it, right?
C charting is what you kind of do in the early days.
They already buffed it. Yeah, yeah, yeah.
But they buffed it like very, very slightly, I think.
But why not? If they're gonna buff it again,
why not just buff the lower levels again?
You know what I mean? Isn't it just C chart?
Like I have not really done many C chart see charting at sound
like being 2020 or 30 tasks total, but apparently that's
like the GOAT. You get so much XP for doing it.
So that was something I kind of missed because again, I was like
just gone on on mobile and just reading occasional Reddit posts.
So let me know guys down in the comments.
I I like reading these things. Deep sea trawling.
We've not got any specific changes that we're making here
this week, but felt it important to at least mention that we're
aware of the wider discussions that you're all having regarding
deep sea trawling. Our intent for this method has
always been for it to be a lower XP per hour activity with a
solid resource out push output, fish out, push fit so that
trawling serves as a solid skilling money maker.
Though that was our intent, we do understand where many of you
are coming from with feelings that the XP offered isn't worth
the intensity of the input, especially with the saline XP
per hour being reduced as a result of the crystal extractor
changes. So no changes to trawling this
week? We're going to derf this thing
to the ground, but no changes this week now.
But we'll be having conversation around the XP, the output and
whether this is more of a sailing or fishing activity.
Then see what changes we might be able to make that make it a
more appealing method. But not making it so appealing
that the economy absolutely floods with new with powerful
new fish and deep sea trawling season to be a worthwhile money
maker. Watch this space cool shipwreck
salvaging just oh God, this is going to be bad.
Despite being the simple AFK training method, there's a lot
of complexity involved in balancing shipwreck salvaging
'cause there are so many ways that players can approach it.
Here's a quick rundown of all the ways that you've been
salvaging so far. Self salvage self sort, No
crewmates. Self salvage drop, no crewmates
Self salvage, Self sort Assigned crewmate to salvage while
sorting. This is like a tongue twister on
steroids. 1 crewmate salvage, self salvage, Self sort assigned
crewmate to salvage while sorting. 2 crewmate salvage self
sort, one crewmate salvage self, 2 tick salvage Self sort
assigned seconds crewmate to salvage while sorting priced, 1
crewmate salvage self, 2 tick salvage drop self, 1.5 tick
salvage self sort self, 1.5 tick salvage drop, and more.
All of these for every single type of shipwreck.
Help me, God help me. Many of these are enabled to the
salvaging station, which was an additional made was was an
addition made late in the sailings development which has
made two crewmate salvage self sort.
In particular a very strong AFK method that allows almost 30
minutes of downtime with solid XP rates.
Also am I the one that I thought the log out timer was 25
minutes? So they just like randomly over
the last couple months make it 30 minutes?
I just saw that like you could just change your log out if you
haven't done that, change it to 30 minutes on rune light.
But you could just be on the game for 30 minutes with solid
XP right? Speaking arguably the best AFK
method in the game, it it was very, very powerful to be fair,
especially when coupled with the additional XP per hour from the
crystal extractor. This is compounded by a bug
where crewmates are actually salvaging every three ticks,
making them faster than players who salvage every four ticks.
Except for jobless gym. That dude never gets anything.
That guy is so slow and he gives me nerfed XP.
The ghost. Who's that guy?
Who's the ghost guy? Let me see cabin boy Jenkins,
that guy's a fucking unit. While we love AFK methods just
as much as you, we're no strangers to some good second
screen salvaging while at work. We think that the XP per hour on
offer with some of these is a little too good for the effort
required, which weakens the appeal of poor tasks and
Barracuda trials. I will give that makes perfect
sense, you know what I mean? Like really what I came to the
conclusion was like, I could just get 99 sailing just by
sitting at the spot for an for an eternity.
And it's just like the simplest thing of all time.
And I really didn't have much motivation to go and do port
like port tasks. Even right now I just have zero.
Like that just sounds exhausting.
I'm just like, oh God, I really don't want to do that.
Barracuda trials actually, even though it was infuriating on
mobile. I have not done any on PC yet.
That actually sounds pretty enjoyable.
Loki, it makes it possible to reach 99 Salem without moving
your boat much at all. Yeah, so they have a point
there. Why is that a problem?
Let people train how they want. No, no, don't get me wrong,
there are some problems here, but I understand at least their
reasoning. You know, imagine shooting stars
was 90 KXP per hour. Like, wouldn't that be probably
bad for the game? Everybody, the large portion of
the community would probably say it's good for the game, but
like, would it be? It wouldn't, wouldn't it just
like discourage any other form of mining, you know?
So that's how I kind of see it, and at least they're aware of
that. We're looking to make some
changes here that might not be easy to understand from the
numbers, so we'll state our goals clearly.
Whirlpool Surprise in the Barrel stand gives +2 deck handiness to
crewmates as well as other buffs, which makes Jobless him
as good as Jenkins. Damn it.
Wait, what? I thought it just gave a base +2
Whirlpool surprise in the barrel stand.
I thought Whirlpool. Isn't that the one I have?
I thought that was just a it rises all boats, no pun intended
to like +2. It's base two.
Yeah, Thank you. Beams.
Yeah. So I'm pretty sure no worlds
will be full again. Great job, Jags.
God damn it. And it was actually insane to
see like 10 worlds at full. Like what is happening?
That's crazy. They fucked up my great white
shark spot. I'm sorry King, they're there.
Nerf AFK. OK, so this is the what they're
going to be doing. Nerf AFK salvaging across the
board so that it's top end is slightly above similar AFK
methods like Redwood wood cutting.
A rough estimate here is that the AFK salvaging methods could
top out in the 80 to 90 KXP range.
Ensure that moderately AFK methods where crewmates salvage
and the player swords still result in more XP than dropping
salvage. Who the fuck was dropping
salvage? Anybody.
Like, why was that? There's no way anybody was
dropping salvage. Now we're going to, because I
actually already peeked at this blog post and I saw they're
gonna nerf the hell out of actually, like, sorting it out.
But who was doing that? Yeah, these are Live Today right
now, so let's see. So it is significantly better
than dropping, but tone. Oh, wait, ensure.
OK, wait, let me read this again because maybe I'm just confused.
Ensure that moderately AFK methods were crewmate salvage
and the players sorts still result in more XP than dropping
salvage, but tone down the sorting XP so that it isn't
significantly better than dropping.
Why does it need to be better than dropping anyway?
Like I OK, whatever, reduce some common frustrations and pain
point with salvaging to improve quality of life.
Also, you know what I didn't like about the salvaging table?
You couldn't look at the skill guide while on the salvaging
station. I didn't like that.
It's like the most AFK thing ever.
You know how they what, when was it like a couple years ago?
They're like, hey, you now you can do AFK activities and like
check out your collection log and check out the skill guides
and everything and it won't interrupt you.
But like the most AFK things of all time, like just don't work
with it. It's very silly.
Reduce some common frustrations in pain point when salvaging to
improve quality of life? Like what?
Improve the output of high intensity salvaging so that
players looking for high intensity training methods have
a viable alternative that competes with Barracuda trials.
OK say port tasks are absolutely cracked.
People aren't even close to the best methods.
I was getting 175K per hour consistently from 88 to 99 with
rosewood holes. Oh geez, is rosewood still the
same as ironwood in speed? Or is Oh no, no, Rosewood is the
dragon one right, Rosewood is with dragon sheets yeah, that's
going to be a while for me to get because that ends up having
your boat speed three that correct because I'm at 2.5.
You could use it kinda you have to open skill, then click but
for the salvating table yeah, it's a scroll.
Yeah, it's annoying Salvage debt.
I don't think salvage is dead now because we're going to we're
going to get to this. It sounds like tick manipulation
Salvage is going to be on steroids though.
That's the kind of the when I came away from this when I just
briefly looked at this before I recorded.
So let's see. Now let's dive into what we're
looking at looking to realize these goals.
So those are all the goals, starting with all the ways we'd
like to improve your quality of life when salvaging shipwrecks.
Player salvaging now runs on a slower 5 tick cycle but with
increased success rates across all shipwreck tiers to keep XP
roughly the same while boosting AFK time.
What? How is that boosting AFK time?
Aren't all the shipwrecks just on a timer?
Increased success rate So I don't I don't understand how
this is boosting just can anyone explain how this is boosting AFK
time? Crewmates will now remember
their assigned task over log out.
Oh Oh yeah God that would have been so good on mobile mobiles.
Like the laggiest thing and you just like your fat fingers keep
clicking the wrong things. That's beautiful.
Meaning they'll get right back to salvaging even if you hop
worlds. Less salvage, so less inventory
folds. Oh I see what you mean, thank
you. Tired.
That doesn't make sense. Crewmate's salvage range will be
calculated from the hook's position rather than from the
boat's position. This should reduce scenarios
where crewmates could salvage shipwrecks that you could not,
and vice versa. OK, crewmates will now salvage
at the same rate as players rather than outperforming their
captain. Are the what are their success
rates though are like? Are the crewmates success rates
the same as a player? I doubt it.
It never felt like that. We'll be adding more double
salvage spots to every shipwreck swap.
Thank God. That is so important, I feel
like, while also making these double spots easier to access
and Orient yourself so that you're not getting stuck
repeatedly. So as we'll see in a second,
they're adding more spots. But if people at least are
paying more attention and, and everybody kind of goes to a
different double spot, I think everything should be fine.
Like you can go to those packed worlds and you might even be
able to get like more non salvaging time, like more
salvaging time. What am I trying to say?
You're gonna have less downtime where nobody's doing anything,
you know, without having to move your boat.
I, I think, right, If there's more double spots, well, more
double spots in the same vicinity, because I guess if
one's like way over on a different spot, it's not going
to affect it. Jolly Jim's deck handiness has
been increased to 4, meaning you'll have two crewmates able
to use Dragon salvaging hooks. Beautiful.
OK. These tweaks should help improve
the social aspect of salvaging, cut down on annoyance when
getting into the right spot or hopping at the same location,
and improve the consistency with which crewmates do what you'd
expect them to. It actually ends up being
lowering XP even further. People have broken down the math
on this. Oh yeah, I mean 100% that's
that's what I'm seeing. Again, unless you take
manipulate, which we're about to get to right here.
You might have noticed that the above list also states that
players will salvage on A5 tick cycle rather than a four tick
cycle. I agree with you Funky.
I think the promoting of tick, like tick manipulation felt all
right before today because you're already on a four tick
cycle. So mining, when you're mining a
rock, that's a 5 tick cycle. If you're moving rocks, excuse
me, if you're moving rocks at the five tick cycle, so like 1.
So if you were like AFK ING granite, for example, and just
not using knife or log, just moving to each new rock, that's
a 5 tick cycle and using a knife and log becomes 1.5 tick.
So the difference between 1.5 tick and five tick is fucking
massive. It's such a massive improvement
over everything. It well, it's it's technically
not 1.5 tick. It's a little bit less than that
because if you got a double roll, you'd only get one
resource. So it is a little bit less than
that. But I'm not going to go into all
the math about that. But this is basically what
they're doing. They're making it so 5 tick now
2 ticking is way more powerful. 2 ticking was only double speed.
Now it's 2.5 speed, you know, or yeah, this is crazy.
This is slower than before, but we're buffing success chances
that all tiers of shipwreck to compensate.
This aims to keep the XP of per hour of actually salvaging at a
similar slightly lower level than before, but we'll also
increase your AFK time when actively salvaging.
Here's how success rates are changing to compensate for this
adjusted speed. Small shipwrecks are are 11, so
then it goes Fisherman 14, Barracuda 15, Large shipwreck
16% increased success chance. Pirate shipwrecks 21% and then
all the way up to merchant shipwrecks, which now have a 16
to 22% increase. So why is it 16 to 22?
Is that just like per like the levels you go up or something?
On top of this, we're buffing the XP that you get from
actually pulling up salvage for some of the higher tier
shipwrecks as followed. So pirate shipwrecks are going
to 76 from 63, mercenary 138 from 100 and 27162 to 150, and
merchant shipwrecks now give 200 instead of 190.
However, oh God, we're reducing the XP that you get from sorting
salvage to try and better emphasize getting involved on
the hooks yourself and reducing some of the strength of the two
crewmate salvage self sort method.
We love an AFK method, but with sorting XP being as good as it
is, we think relying solely on sorting and letting your
crewmates do all the salvaging a little too AFK to be healthy
long term. This is the biggest fucking nerf
of all time. Barracuda salvage is 13 instead
of 15, large 20 instead of 24. But it gets so much worse. 30
instead of 63 at mercenary 32 it only goes up 2X Why?
It was going up 7 and then six, and then four and then two and
then two. What?
What is that? It literally has the biggest
increases forward and like the tiniest little increment.
What is how I don't get it. I don't get how a mercenary
salvage at level 73 gives 30XP and at level 87 you get 34.
Like you could have just made this like 60 or 50 even.
You know, 34 though, OK, Holy shit.
Instead of 95, by the way. That's crazy.
It's hard to put all of this together and understand exactly
how each of the approaches to shipwreck salvaging might be
impacted. The oversimplified version is
that we estimate these numbers to be a 20 to 30% nerf for AFK
salvaging from level 35 shipwrecks and beyond, and
around a 20% buff to more high intensity approaches to
salvaging. It's worth noting that the
majority of the 20 to 30% nerf here assumes that you're
maintaining good uptime on your crystal extractor, so if you've
been taking it easy and missing out on harvesting every minute,
then you'll likely see a smaller reduction in XP.
Additionally, shifting more XP on the salvaging rather than
sorting means you'll notice more of the benefits from upgrading
your hook. The current paradigm with
sorting doing so much lifting couple of the sheer volume of XP
added to the crystal extractor means upgrading your salvaging
hooks multiple tiers doesn't result in noticeable increases
the next few per hour, but these increases should be more
noticeable with today's update. We believe these numbers should
help bring them into a healthier spot so that there's still a
solid social AFK offering, but not so solid that they lead to
many players not engaging with other training methods
whatsoever. Coupled with a bunch of quality
of life improvement that should improve consistency, which will
boost XP per hour slightly in a way that's tougher to model and
position high intensity salvaging methods as something
that might be a competitive alternative to Barracuda trials
for end game sailors looking do looking for a change of pace.
What did you guys say? One in 20,000 for a dragon
barrel too. Bro check it out.
Dragon fucking barrel on the account and I'm trying.
I'm I'm just flexing at this point.
Yeah I got it at like just before 88 which is just wild.
I thought it was a one in 18,000.
Turns out one in 20,000. That is just silly.
I I just needed to flex that really quick.
All right, where are we in? Yeah.
So nobody likes nerfs. Anybody Type 1 if you like nerfs
or feeling like they're missing out on stronger early XP rates
because of real life commitments.
But we hope that you can appreciate our desire to better
position sailings core training methods relative to each other,
now that we're equipped with more data and feedback that we
could ever that we could ever have gathered by ourselves.
These changes also create more space for us to add new methods
or activities in the gaps to flush out a varied progression
curve with a large breadth of gameplay for players to enjoy
for years to come. So we can't wait to see what you
come up with together as more and more suggestions for new
activities flood in. Oh, and one last thing before we
move on, we're fixing the Horizons lure so that it
correctly applies. It's 2.5% XP boost to all
activities and sailing, meaning harvesting from the Crystal
Extractor, sorting and salvaging, handing in poor
tasks, trimming the sails, collecting crates in a Barracuda
trial, completing A Barracuda trial.
Beautiful. All right, remember what we said
before, These changes aren't set in stone and unchanging forever.
This balancing process will be iterative and take time to get
right. Let us know your thoughts once
you've gotten hands on in game and we'll take those on board to
see how they might contextualize the data that we get to continue
getting things into the right spot.
Thanks for bearing with us. Now let's talk about booty
sailing drop rates and mechanics.
Let's talk, let's talk drop rates.
These are insane. As always, the combined forces
of the OSRS Wiki and room night team mean you should already
have a rough idea of what the rates are for any items that
you're chasing. But we commit to releasing drop
rates in full within two weeks of an update so that you can
know for sure and perhaps spot if anything.
Seems Ari, there are a lot of items added with sailing, so
we'll be putting them into an expand section to avoid
cluttering the blog if you're not interested.
By the way, I need to say this before I forget.
Listen, have you guys done merchant salvaging?
The highest one where you're getting a bunch of lesser gems?
Why the fuck doesn't the gem bag hold gems?
Hello, hello guys. Listen, if you want a nerf
salvaging so hard, can we at least like keep the salvage that
word salvaging, you know what I mean, that we're sorting like
can we please make the C or the gem bag fit all the gems, those
red Topaz dropping all those is just so painful.
And listen, why doesn't it immediately go?
OK, actually, I will say actually, no, no, I think it
should. The herb sack and the gem bag
and the seed box should all immediately go in there.
You know, you shouldn't have to click fill.
It should just automatically go in there, just like picking up.
In fact, on mobile, I remember dropping an herb.
So like the herbs go in, which is I guess cool because you can
see the loot you're getting. But if you have an open you're
you're choosing to open your herbs act, you're choosing to
open your Jem bag, you're choosing to open your seed box
when it's open, it should just automatically go in there.
You know what I mean? And if you're very nitpicky
about the seeds that go in, just close it for a little bit until
you get the seeds that you want and then manually input it and
then open it. So then all the rest go in so
and listen, I would even be OK with like a buffed gem bag, like
a a gem bag that holds maybe double the amount.
So you could really just sit there and it feels like you're
actually getting the loot that you want.
You know, you know my thoughts. There was something else I
wanted to share on that note, but I'll come to it in a second.
All right, let's start drop rates inboxes to bank red taupe.
Oh, really? Do you use inboxes?
That's crazy. Yeah.
Why have open clothes if they work?
Yeah, it's very silly. So we that that should have been
on this blog post, in my opinion.
So 66% sorting XP reduction plus crewmate salvaging range
reduced, plus crewmate salvaging rate reduced.
Has XP rates from 120K to 60K. All right, everyone's got to
learn how to tick manipulate. Don't worry, I will come up with
some videos very soon, guys. You guys are all going to have
carpal tunnel by the end of the week once you watch my video.
All right, as always, the combined forces of the other
that I already read all this right, didn't I?
But we're committing to releasing drop rates in full
within two weeks of an update so that you can know for sure and
perhaps spot if anything. Seems, Ari, there are a lot of
items added with sailing, so we'll be putting them into an
expand section to avoid cluttering the blog if you're
interested. I want to see all this Bell's
Folly one in 400. I don't really know.
All this stuff I can't remember. Is that the rapier thing?
I can't remember. I think it is goal pat one in
3000, jar feathers one in 2000 Elite close that this all looks
pretty standard. That's nice.
OK, cool. Griffin horde of plenty one in
two, 2500 off task one in five. Why are we doing the off task on
task bullshit like genuinely and if oh God, OK, I get it.
That's what they want to do. They listen guys, when you're
on, when you're on task. It's already like I I'm glad
they're not doing the 5X thing and make it at 5000 off task.
Why are we doing any of this stuff where the drop rates are
different? I can't just blanket statement
say that though, because there are a couple situations since
I've mentioned before in other videos, like revenants giving an
increase from getting a wilderness task actually was the
right call in my opinion. But like, we don't need to be
doing this with every single thing because you're already
getting a boost of being on task, you know, probably
botting. Yeah, still, but whatever.
I think the thing that's annoying is it's like the Iron
Man in you. Like if you're an Iron Man,
there's some things you want to get and then when you're forced
to get a task to do it, it's just awful.
It's just like, why can't I just go grind this inefficiently?
Not gaining Slayer X or yeah Slayer XP and having no helmet
boost. You know like this is already
worse on a bunch of different levels and now you're gonna make
it 2.5 times additionally worse. It's like a multiplicative
worsening of it. Whatever I'm gonna stop
complaining about that Aquanaut tendon one in 3500 off task one
in why are they? Why is it 2.5 X?
Then all of a sudden it goes to this is really odd.
It's not even a 5X it's like a four point whatever the hell X
4.66. I don't what's happening here.
I I don't get these numbers all right, bait bait posts Yeah,
bait posts. Barracuda only rolled when
achieving Marlin Detroit. So yeah, one in 240 for temper
tantrum, one in 220 Jubbly jive 1 in 400 Gwyneth Clyde shark 1
and 36 for completing any poor tasks.
What up metal inky. So again, none of these I I I'm
not really that I don't really care about this stuff right now.
Salvers Marshall salvage. Are you kidding me?
Marshall salvage? Isn't that the is that the which
one is that? That's like the level 73 one
right? The mercenaries, Yeah, that's
silly. Like, come on.
Like, OK, I guess it's not like the silliest thing because it is
just a cosmetic, because it is just a paint.
But like that's like mining like fucking copper and tin for some
cosmetic. Like once you're already level
99, like your level 99 sailing, you're going beyond it.
You just want to get all the stuff and now you got to go back
to some shitty method to and whatever.
I'm I'm just complaining to complain.
Dragon sheet strikeworm off task one in 400 strike to have on
task one in 100. These are all over the place
with the scaling of it on task off task.
OK, dragon nails one in 2000 and it's insane how rare they are
like how rare these nails are from salvaging.
It's crazy. Lone gym rat calked the clogs
for salvaging. It was 8.6 mill XP before the
the update today. Wow OK interesting.
So what about today? Dragon cannonballs?
Pirate shipwreck? One in three you get like a
singular cannonball. One in 3010 and four Two what?
This is so rare. It's so rare to get dragon
cannonballs. I'm surprised how cheap they
are. Would I examine them last?
Yeah, they're they're 3000 each. Who The Who the Hell's producing
all the dragon cannonballs? Or just nobody has a dragon
cannon? How are they so cheap when you
get none? I guess you got to kill the like
frost giants or whatever. Or frost Dragons.
Yeah, but still, that's that's still crazy cheap.
I would expect them to be like 10K.
I'm 98 with 30 nails and 0 cannons.
Oh God. No one is doing ship combat
because it feels like ass. Dude, listen I I'm going to
bring this up one more time. Somebody had a Reddit post
talking about the cannon should do more damage.
Listen the steel cannonballs, the classic ones that are on
land, those deal 30 and the granite ones deal 35.
You know, so why didn't it just go up from there?
Why didn't like the the cannon itself should be way more like
every cannon upgrade should be way more accuracy and even a
base damage boost. So for example, like shooting
like steel should be like 30 damage, Mithril should be like
50, adamant like 70 or something like going upward.
So you're hitting these massive numbers and like dragon cannon
balls can be hitting like one 20s or whatever.
And then you're the cannon itself adds an additional layer
of damage the higher cannon you have.
That'd be so fucking sick. And then what they could have
done is just like in the in the Reddit post it just said crank
the monsters HP way higher, just crank it way higher and then
allow your player to just deal normal damage as well.
You know what I mean? So like if you are super pimped
out in your ancestral or whatever you're using, you're
still doing the same damage. There isn't like this arbitrary
nerf. So you can use your cannons,
it'll have the crazy hits, it'll be doing more than your player
can. Most of the time I just use
bronze sea balls. You see balls, huh?
No easy to get very cheap. Why are you what is happening?
You're lying. Oh God.
Give the dragon cannon a special.
That would be sick too. Dragon cannon should get a
special attack. Broken dragon hook Great white
shark one in 1023. How much better does anyone here
have a dragon hook? How much better is it than the
rune hook have? And has anybody has anybody been
able to like know what the percentage is?
By the way, it will be much better now because the increase
percentage chance of like mercenaries like 22% now.
So it's it's even it's going to be even more cranked up barely,
but sad. Great white shark drop
mechanics. Great white sharks have a one in
1000 chance to roll on the dragon table.
Due to a nasty bug. These haven't been rolling as
intended, but we're fixing that as a part of today's update.
So cool. Get the dragon sheets and stuff.
Armored Kraken drop mechanics. Armored Kraken have a one in 256
chance to roll on their dragon table.
Echo Pearl. What's the echo Pearl?
What's that for? Swift Albatross Feather, Narwhal
horn. I don't really know what any of
these things do. It's just like bringing it to
the museum or something. Ray Barbs.
I did 900 great white sharks before they fixed that bug.
That's fucked. I'm sorry Wiggy, you should sue
Now That's really sad though. It was.
It was a nasty bug though man. I mean also the 84 fletching
requirements doesn't make any sense.
Why is it higher than an actual blowpipe?
Oh yeah the like new? I haven't seen the new blowpipes
yet. I've heard it's about 8% better
than a rune hook. OK, when are we gonna get a
barrows hook and a Bissell hook? That'd be cool.
There's something like 20% between bronze and dragon.
Are you kidding me? That is awful.
OK dragon cannon barrel whenever you remember when I just flexed
that several times already in this rainbow one in 20,000.
I got so lucky on that holy shit.
But I still it's not like you just get the dragon cannon
barrel. You have to like all these other
ingredients before you can build 1 and then it's 8% better.
It's like horrible boat bottles. Sailor's amulet.
I got mine from a a fisherman's salvage.
That was dope. All of the salvaging uniques are
one in 3000. So those moldy dolls and
whatnot. KLU scrolls.
Very cool soup. This made me feel so happy
'cause I did get soup on my account at level 7373.
Soup is only obtainable on player roles, meaning your crew
do not roll pet chances for you. Interesting Barracuda trials one
in 16,000, Jubbly jive 1 in 11,500 Gwyneth glide one in
9000. And then they do see they they
do say rolls only happen on achieving the time.
So Marlin you get 3 rolls meaning one in 3000 Gwyneth
glide shark is it again if you achieve Marlin every time
Gwyneth glide is up 180 mil on rate unless you get Marlin.
Unless you're a beast. Are you a beast?
Because then it's only 60 mil. Is that actually that's that
makes me feel so good about getting super early.
I was like, soup seems like the most common pet of all time.
But then I, I remembered that fallacy of like, you just see
everybody getting the pet, but it's because you're never seeing
all the people that aren't getting their pet.
You know what I mean? And it's just the number is just
way, way, way larger people not getting a pet.
But all you see is the people getting the pet port tasks
scales on level required. So ranges from one in 6000
trimming the sails, one in 120,000.
Somebody's going to trim a sail and get the soup.
But that's already happened obviously.
Charting one in 30,000 salvage. Wow.
OK so I got mine from a mercenary salvage.
So Jesus 101 in 260 thousand. Oh God you sailing on savage
squat squat Cam, open squat Cam. So far I haven't cause I've just
been on like vacation for the last two weeks.
As soon as sailing dropped, I like went out to Denver for two
weeks basically. So I've just been mobile gaming
and I've, that's why I'm having you guys like offer your input
because a lot of this stuff I don't know everything about
because I haven't just been super, super gaming.
I've just been having my phone in my pocket salvaging.
OK. So again, all these giant fish,
I just don't really care about much, but one in 2001 in 6000
ish and then shimmering Shoal, glistening Shoal.
You guys get it? I, I haven't even done any of
the trawling. So I don't really understand
what these are, but cool interesting.
We think we've caught everything here, but let us know if we've
missed any or there are other items that you're curious about.
Good luck on those grinds. By the way, I will have this
blog post link down below. So if I've just kind of like
skipped over some things, just, you know, you can go check it
out yourself. Other sailing changes.
So here's some good stuff, I think.
Let's see. So far it's been a pretty
informant and information dense post full of numbers and
balancing changes. But it's time to ease up a
little and talk through all of our simple fixes and
straightforward improvements this week.
We're bound to be, there's bound to be something in here that
might win a nod of approval from you.
They just know this whole thing was a disaster.
Like we might get a little nod. XP rewards like XP lamps over
Tears of Gothics are now able to be used on sailing.
God damn, actually now this is fine.
I would rather train sailing than room crafting.
Room crafting's back to my lowest again on squad Cam.
A reminder you'll need to have completed the Pandemonium quest
before you'll get any XP from these methods.
OK, we've improved the hit box of Lost Supplies to better match
their model and make them more intuitive to collect.
That's good, we're almost certain we've got it right this
time. The size of the cargoes, cargo
holds model and click box have been slightly increased to make
it easier to click on. Players should no longer find
themselves logging in at the last port they have visited if
they logged out and their ship is docked at an island's mooring
point. That was so frustrating.
I didn't know what was happening because I was on mobile and I
wasn't like in the know and I kept fucking going to the
mercenary salvages and going to that whatever spot is with the
ironwood trees and I just kept going back to God damn deep fin
point. I was freaking out every time
I'd hop worlds. I go back, I'm like, what's
happening? That's good.
Shipwrights can now repair your boat for 50 GP per hit.
Point Restored boats will now heal to full whenever their
Keeler hole is upgraded. Oh, that's nice.
Cargo crates, by the way. I really do like the Shipwrights
can now just repair your ship. Yeah.
You couldn't even recall your boat because of.
Yeah. No it's horrible.
Not sure if links are allowed but here is the Reddit thread to
the difference in salvaging X. Oh I'd love to see that but you
you should should link it over on twitch.
You jump over on twitch cause twitch is easier to get links I
think. I think YouTube just bans them
all. Maybe remove some invisible
walls in the Fremen sun to meteorologist.
Meteorologist. Why?
Why is his name meaty? Like God did I even read this?
Cargo crates? Oh yeah, was it UIM things?
I didn't read it. Cargo crates from career tasks
no longer count towards cargo holds storage gap for UIM
players. Note that this is a temporary
fix until we work with UIM players to settle on a better
long term solution for UIM gripes with port tasks.
Chump stations now all have their sailing requirements for
use matching their sailing requirements for building.
Meaning if you can build 1, you can use one.
Thank God. By the way, they should do that
with everything. I was an idiot and decided to
upgrade my rune, upgrade my salvaging hooks to rune before I
had the sailing level for it. So I boosted to build the
equipment. I couldn't even fucking use it.
So oh God, that was incredibly frustrating.
I can't lie to you. I understand if you're on
somebody else's boat, you shouldn't be able to use a
facility that you're not the level of.
But like, I'm not gonna lie like they they should have some
warnings on that or like make it may just make it so if it's on
your boat and you've built it, you can use it.
You know what I mean? I was really yeah, you did the
same. So it's so annoying.
I just had to boost with the little blue drink over and over.
Default settings have been adjusted so about using the
check materials button on boat upgrades will display a message
and chat by default, diving gear is no longer deleted when
depositing into cargo hold. A helmet related Mermaid Riddle
solution has been updated to incorporate another correct
solution. We fixed a bug where players
sorting Merchant salvage were being told that they did not
have a sailing level requirement to sort through it.
In some scenarios, players can no longer walk onto sailable
tiles in Varlemore and Laguna Aurorae and teleport themselves
to port. Serum planks from the Plank Sack
are now usable when building facilities on a boat.
Beautiful the Captain's that was that.
That's a nice change. The Captain's log no longer
suggests that there is any evidence on the Shanghai to the
West of the Vatrakos island, because the evidence is actually
to the east. Our battle battle this one.
But well done to any explorer spirit who went out of the way
to find the evidence regardless. Frost Dragons have had their
respawn respawn timer made faster.
They'll now respond every 4.5 seconds, down from 18.
That's beautiful. I haven't even killed those yet,
but that's beautiful. Frost Dragons could not be
fought in the cavern on the Grimstone that's only accessible
while on a Slayer task. Just in case you missed it, we
made a handful of hot fixes after last week's game update to
fix some issues you might have encountered.
Crystal Extractor now resets its progress properly when a new
Barracuda Trial was started. Fix the bug where players were
able to board other players boats during the Gwyneth Glide,
which some players abused to set unbeatable world record times.
We also reset world record times alongside any illegitimately
obtained personal best as a result.
Do that to Hallowed Sepulchre too.
It's been like five years since any of that was fixed.
Z Buffer graphical fixes Following our big leap into true
3D depth with our new Z Buffer system, we've been hard at work
smoothing out some of the quirks you've spotted.
Thanks to your reports, a batch of visual issues have been
addressed. Here's what's been tidied up
this week. Play your own house
constructions and decorations that display correctly, with all
textures and details appearing as intended.
Updated the Shiloh Village Gem Mine entrance so it displays as
opened rather than blocked when viewed.
The fireplace on a wall near Orthus Farm no longer clips.
OK Fix the ancient mushroom reflection near the Florida
Coliseum so they now display correctly.
Quetzal Quetzal tails no longer clip through hay piles.
Seed Vault shadow now displays correctly without flickering or
overlapping. Ritual circles with the
Enchantment or Forestry event now sit correctly on the ground,
preventing them from clipping or or on uneven terrain.
OK. As always, these fixes are part
of an ongoing effort to Polish the new depth system, so you may
notice subtle improvements rolling out between updates.
Keep an eye on the world and keep sending us your feedback.
You can keep track of known issues and updates in the
official OSRS Discord Z Buffer Known Issues channel.
Beautiful. Oh my God that is so cute.
That's cute. And the candy canes are cute.
All right, so we got a bunch of advertisements now at the
bottom. I'm not going to read all that,
but you guys can check it out. There's more changes.
Other changes fix the bug where players receive their guaranteed
mimic on the 26th casket or 11th Master instead of the intended
25th or 10th Blue Moonspear Special Attack now only
unfreezes NPCS that are legitimately frozen or bound,
working correctly on Yama while preventing unintended unfreezing
of other bosses. With the exception of PvP and
Dead Man Worlds players Who? Why?
Oh wait, oh wait no. With the exception of it.
Players who start to harvest in a lot and in the same tick use
the produce on a compost bin will once again continue
harvesting and composting automatically until the yes oh
God. See, I had stopped farming when
this happened, but apparently you just couldn't do the little
trick with the compost bucket and whatever else for a while
and they fixed that. So that is a gorgeous change.
Huge fan I I didn't even notice everyone I kept getting comments
from people like bro you need to make a ramble on this ASAP and
I'm like I just haven't farmed in a bit or I haven't I farmed
but I haven't like made compost corrected interface positioning.
Wait this I I'm actually curious on this.
This had stopped working because the code for using items on
scenery was breaking binding effects such as the ice spells,
as those effects tend to matter most in PvP.
We've restored the ability to use compost bins in that way,
but only on non PvP worlds. Interesting.
This game is so jank. Oh God.
Corrected interface positioning to remove the gap at the top of
the screen when moving the map on desktop.
The water pump site on Vatrakos Island now updates its
appearance. Troll face has been removed from
the thieving skill guide. OK got it.
Beautiful. OK so this was a fucking
chunker. This was a chunker everybody.
Let me just say a few things. Which is 1.
I do feel like salvaging should continuously be looked at.
I I genuinely think it's so weird for it to now be A5 tick
thing if they are insistent on these changes and they don't
make any changes. I'm just going to say right now,
if you are a salvaging fiend, you love salvaging, you're going
to have to learn how to tick manipulate.
But listen, if you've ever seen people tick manipulate on the
boats, it's, it looks way, way worse than it needs to be.
And that's because people were not using the slaster spark.
So yeah, yeah, you could say no thanks.
But listen, you can still have a guy on one hook and then your
guy on the other hook because it's now 5 tick.
You can increase that section of XP, your player section of XP,
which is now crazy because merchant salvaging is 200 XP per
for your guy, plus the increased chance of getting salvage.
So if you take manipulate, you're going to A2 tick salvage.
Now again, most people are just going to AFK, which is totally
fine, but I'm just saying right now after this update, tick
manipulating it is going to be way faster and it's genuinely
easy. It's not that wrist breaking
because you kind of basically get a gnome cube.
This is basically a gnome cube, the Silaster Spark, and you got
to have a knife on you, but it's pretty it's pretty busted, in
fact. Well, I'll make a I'll make a
video on it soon, so be sure to subscribe if you haven't
already. I'm going to come out with a few
different variations of it. We salvage for AFK Yeah, No, no,
I'm don't get me wrong, like you can still AFK and salvage, but
if you're ever at the computer and you're still just a
salvaging fiend instead of just staring at your screen or
whatever, you can improve it a little bit literally just by
bringing one additional inventory item that you don't
need to use all the time. But you're, if you mess up the
take manipulation. Aren't you ages away from a
bank? Yeah, but it's it's very hard to
mess up with a solaster's bark. It's easier to mess up with a
knife and log. Knife and log means it's going
like you have two ticks to click something.
Solaster's bark. This is a four ticks starting
thing. So you have like 3 ticks to mess
up. So it's way harder to mess up.
You don't have to break your wrist clicking two things every
time. And the movement is literally
this. You just go and you can make it
even easier than that. Like it's, it's chill.
It's very chill. Where do you get it?
This is a slashers bar. So you need 85 farming to
harvest a salacious tree. Can you demonstrate it now?
Yeah. Fuck it.
Where's the closest salvaging? Is it like I don't want to go
all the way to mercenary? Here's one right here.
Salvaging spot. OK, let's go.
I'll just show you real quick after I harvest this little bad
boy. OK, I tried the tick
manipulation salvaging for 10 minutes and couldn't get a
single XP drop. So the the issue with this is it
kind of has that mining element to it, which means you must be
on a proper cycle. So whenever you mess up, just
reset it. If you feel like you haven't
gained XP for a while, you're probably off.
Oh, I gotta go north. Oops.
So let me just show you what I mean by this.
Do we have to do we have to nerf the AFK method by 50%?
So tick manipulation could be slightly better, though we
didn't need to. I find it very silly.
Also, God damn it, I turn on the sailing plug in, everything
looks so gross. I got to like adjust these.
What is this pirate shipwreck? Oh God, this is going to be this
is not going to be good. What's a double spot though?
OK, so watch, I'm going to show you what I mean.
So I'm going to have my ghost guy.
He's already salvaging. Oh my God, what a beautiful
update. I didn't even click any of these
guys yet since the last hop. That's gorgeous.
OK, so watch, I'm going to take over this guy's spot.
So what you do to salvage is you're going to click the
slasher's bark and on the same tick, click back one and then
click on the salvaging hook. So.
And you get double, see that? So it's every 4 ticks.
This is literally all you do. And if you're at the merchant
thing, one, you're going to be getting two, you're going to be
getting 400 XP drops every time you get a double, which is like
way more consistent. So yeah, this is very OP though.
So again, most people are just going to be AF Kang.
But if you are looking to get more XP per hour and you're just
one of those salvagers, like you just don't want to do poor
tasks, you don't want to do Barracuda trials, but you want
to get relatively good XP. You can just do this.
And it's so fucking easy. And you want to know something
crazy? This is the easiest way.
You want to see the easiest way to salvage of all time?
It requires one click every 4 ticks.
Look, I'm going to show you an even more busted one that you
don't even need a slashers bark. You don't you don't need any
tick manipulation item. Are you ready for this?
It's the same thing as two ticking player grown trees.
So what you do is you're going to have to utilize both hooks.
So I've already custom menu swapped these guys, so I'm not
clicking on them. I've changed them all to walk
here and these are prioritized. So watch this.
I'm going to click this and then click over here and then every 4
ticks you just Click to the next one.
So 3412340 wait, I actually, I accidentally went early when I
started clicking out loud or when I started talking out loud.
So here we go. Let me do this one more time.
So you, what you do is you stand adjacent to a hook, you click
it, and on the very next tick, so on click 1, you click on the
salvaging hook that you're adjacent to and then the very
next tick, you click over here. And then you're on a four tick
cycle. So every four ticks after that,
you're going to be clicking just one time every four ticks.
So let me show you. Let's go.
Yeah, here, let me pull this up. So watch, if you want to make
this even easier for yourself, put on the report button.
There's the report button plug in that shows you the ticks
that's happened. So every 6000 ticks is an hour.
So I've been logged in for an hour and a half right here.
And this helps you keep track of ticks basically.
So like every single time it goes up, that's one tick pass.
So let me click this thing again.
Here I go. So I'm going to start here.
Boom 341 234123412341234 OK now they're both salvage, so this is
an awful fucking spot to be at, but basically it's just every
fortec, so it does take a little bit of time.
I'll have an additional video talking about it.
This is like the easiest thing of all time and it actually has
a very solid rhythm. There's no slashers parking,
it's going to be slightly worse because the cabin boy ain't
doing his shit. So that is not the most ideal
situation. But if you're just totally
allergic to slashes, bark or knife log, this is a way to do
it. And it's 2 tick 'cause right now
they've nerfed it to five tick, 5 tick compared to two tick.
This is 2.5 times faster and because you're going to be
getting the XP drops, all the XP drops have increased slightly.
So this definitely is worth to learn.
I'll have additional videos be sure to subscribe to the
channel, but yeah, this videos going longer than I intended, so
I'll be ending it here, but thank you guys drop a like go
check out the rambles on Spotify as well.
If you guys want to support me over there.
I do want to start streaming a little bit more.
I I think I say this every fucking video because I've been
so inconsistent with things, but yeah I've I'm going to be
streaming a little bit more so go check me out on YouTube and
twitch as well. So thank you guys for tuning in
and will continue to be live. So if you're watching this video
right now, I'm probably still live doing some sailing.
And yeah, so thank you guys on YouTube and peace.