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 Post subject: Dec-11-2012 - Player-Owned Ports
PostPosted: December 11th, 2012, 7:33 pm 
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Player-Owned Ports

Hoist anchor, set sail and splice the mainbrace like it's never been spliced before: Player-Owned Ports are here!

Those of you with level 90 in at least one of Fishing, Herblore, Prayer, Runecrafting, Thieving or Slayer (as well as RuneScape membership) can take ownership of your very own port town, accessed via a portal at the north end of Port Sarim. The place has seen better days, but - after a chat with worldly entrepreneur John Strum - you'll soon have it up and running as a bustling, ever-evolving hub of commerce, sending ships to explore, do battle and find exotic treasures in the Eastern Lands.

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If you don't have the levels you need just yet, you can get a taste of ports gameplay by entering the portal and talking to Meg - a wannabe adventurer seeking advice for her travels.





Voyages

Once the port's re-opened, you'll be the proud owner of one ship. You'll name her, hire a captain, crew her with an assortment of diversely skilled nautical ne'er-do-wells, and send her off on voyages to the Eastern Lands, with the goal of harvesting the east's untapped bounty. The likelihood of success depends on how well the skills of your ship's crew fit the task at hand, and also on how you've fitted your ship - for example, you'll stand the best chance of waylaying a roving band of pirates if you fill your ship with fierce combatants and top-notch cannons.

Voyages will progress in real time. Depending on your success, they can yield resources such as bamboo, spices, chi and lacquer, among others, which can be used to upgrade your port and ships, and to craft amazing new gear for you to wear and food for you to eat.

Adventurers

As your port begins to garner fame, you'll potentially attract the attention of six powerful individuals, each with their own reasons for travelling back and forth between Misthalin and the Eastern Lands. Once they've shown up, you can send them on some of the game's most rewarding voyages, granting hefty helpings of XP, resources and fragments of scrolls for creating new gear.

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Depending on how many of the requisite skills you have at or over level 90, you'll attract more of these wandering adventurers to your port. For example, 90 Runecrafting will unlock Zu Zu: a classy occultist looking to dispel an insidious curse, and 90 Fishing will unlock Hubbub: a boisterous whaler with scant regard for personal space, who's dedicated his life to sparring with Shuma: a legendary white whale.

The more you unlock, the more insight you'll gain into the bizarre and beautiful wonders of the Eastern Lands. Certain adventurers will want to work with each other, so keep an eye out for combination voyages, which culminate with the end of a truly spectacular story arc.

Managing your Port

Using the resources you bring back from the Eastern Lands, you'll be able to build and upgrade structures within your port. As well as making your port truly distinct, these offer benefits when managing your captains and crews. If you want to attract potential crew members with better-than-average Seafaring stats, for example, adorn your port's bar with nautical regalia to get the saltiest sea dogs in Gielinor on board.

Your port will grow to be a living town that's well and truly yours. The content is fully voice-acted throughout, the decor and buildings are of your choosing, and your captains (whose appearance can also be customised) and adventurers can be found at the town bar for a chat.

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Random events will occur while you're away, and you will determine their outcome by taking the role of a port inhabitant in flashback. You'll help the Black Marketeer ward off some dangerous debtors, and get the Barmaid through a particularly rough shift, in exchange for items conferring helpful effects, such as temporary stat bonuses for your ships.

Scrolls

Forgotten scrolls, pieced together over the course of your voyages, will unlock the permanent ability for your character to make some of the best food and gear in the game.

Melee fighters will find themselves honour-bound to wear the lordly tetsu armour; eagle-eyed rangers will love the Death Lotus gear; and the elite mage will settle for nothing less than the sea singer's robes. These come in both tradeable and non-tradeable versions. The non-tradeable versions have even better stats than the tradeable ones, making them not only the best armour in game, but true status symbols for RuneScape's most dedicated players.

High-level fletchers can also make accessories known as scrimshaws, which fit into a new equipment slot called the pocket. These impart a range of benefits, many of which are geared towards increasing level gain during that steep curve towards level 99.

Finally, RuneScape's best food - rocktail soup - can also be made in your port's workshop, if you happen upon the recipe.

Meg

Meg - a wannabe adventurer - can be found in the port, regardless of whether you have the levels to take over its management. Even those of you who do not have the levels to own a port will find that you can give Meg adventuring pointers, offering a taster of the player-owned port voyages. Even once you've taken control of your port, Meg will still hang around looking for advice - she needs all the help she can get!

Once a week, she'll ask you a set of questions about adventuring scenarios and then head off to tackle dangerous dungeons and ferocious monsters. Depending on the quality of your advice, she'll come back bright-eyed and beaming with a healthy cut of her profits for you, or bruised, abashed and with more meagre pickings to offer.

There's months of amazing content and truly epic rewards here for high-level players, so what're you waiting for? The East beckons!

Mod Edam, Mod Moltare, & Mod Raven





Where to start Player-Owned Ports:

- Access the port via the portal in the northern section of Port Sarim.
- Those who meet the requirements listed below can speak to the Partner to start running a port.
- All members may speak to Meg for introductory content.

Requirements:

- You must be a RuneScape member.

To take ownership of your port, you must have reached level 90 in at least one of the following skills:
- Fishing
- Herblore
- Prayer
- Runecrafting
- Slayer
- Thieving

- More adventurer voyages will become available the more of the above conditions you meet.
- If you do not meet these level requirements, you may speak to Meg and offer her advice on her adventures.





Climb Aboard...

Celebrate the launch of Player-Owned Ports with this rousing sea shanty. Yarr!

[youtube]NvNiwh9aQ2M[/youtube]





In Other News

- Solomon's General Store is the place to go for sartorially sound seafaring, with Captain and Crew Outfits now in stock!
- Look out for tripled gold rewards on the Squeal of Fortune this weekend with Yelps's Treasure Chest! More details to come soon.



Patch Notes:

Hidden: 
11th December 2012

Graphical:

- Some flickering issues in the Wizards' Tower have been fixed.
- A black texture no longer obscures the camera in the large Barrows crypt.
- Ectofunctus slime no longer appears to float.
- A crow in Draynor Market no longer glides around.
- Trying to stop resting in certain situations no longer causes the player to animate strangely.
- The RuneScape logo when logging in with Facebook is no longer stretched.
- Lumbridge Cellar has got it's creepyness back!
- You can no longer walk through a small section of wall in the goblin maze.
- An incorrect symbol had been misleading adventurers in the goblin maze. This has been corrected.
- A wall in the Warrior's Guild has been fixed.
- Height mapping around the lava in Clan Wars has been corrected.
- The cliffs south of Agility Pyramid have had some of their gaps filled in.
- Two pools of lava in the Wilderness have been made circular again.
- Height mapping around the Red Dragon Isle has been corrected.
- The furnace in Al Kharid (Zeke's house) is now shown on the map.
- The Ozan teleport has been sped up so that the player doesn't teleport when on screen.
- The size of the Brutal claws has been scaled down when sheathed to be in line with other sheathed claws.
- Fixed a stretching issue with male characters wearing ghostly hoods.
- Spiked ponytail haircuts on females no longer causes stretching from the face area.
- We have fixed a small lighting issue in the Brimhaven Dungeon.
- The Zamorakian spear is now held correctly when in combat.
- Inventory icons for steel weapons have been redone so they are no longer cut off.
- The Berserker Curse no longer displays the sap strength icon in the Skill Advance Guide.

Quests, Challenges & Achievements:

- Pickaxes are now crushing weapons instead of stabbing weapons to help players kill TokTz-Ket-Dill / TokHaar-Ket-Dill creatures.
- The quest start requirements for Recruitment Drive & Jungle Potion have been updated to explain that the player needs to complete the new version of Death Plateau to continue.
- Player who have bought membership while still on trial membership will now be able to start Rune Memories.
- The special runes in Rune Memories can now be used on the beam as well as on Ariane to withdraw the souls.
- Some small changes have been made to the cutscenes at the end of Rune Mysteries to stop players getting stuck if their graphics settings are too high.

Skills & Minigames:

- The Soul Wars avatars can no longer become unkillable by raising their Slayer level with low health.
- Poisoning creatures in Barbarian Assault now has a greater effect.
- Some safe spots in the Barrows tombs have been removed.
- Players trapped in Flash Powder Factory corridors will no longer be kicked from the game.
- Fixed an issue with mixed-up Gravedigger fingerprints in a court case.

Other:

- The Dharok's set effect has been lowered.
- We've added studded leather boots and gloves to the Crafting interface.
- Players can now store the First Tower gear, the Scarecrow mask, Jester items, Milestone capes and the Fake Beak in a Dragon Keepsake Box.
- Teleporting using Sky Jump once again works on spellbook teleports.
- Hairstyles are now saved with customisation presets.
- A new light blue "preview" state on the customisation interface buttons has been created for when players are previewing outfits.
- Players can now recolour their TokHaar outfit to be black.
- Wicked hood, cape, robe top and legs now remember your recolours when you put them in the keepsake box. Also, you can now recolour them once they are in the box by going to Wizard Finix.
- Players can no longer wield two enhanced excaliburs by speaking to the Lady of the Lake with Excalibur equipped.
- Making a Saradomin brew awards 180xp again.
- Fishcakes are now correctly listed as requiring level 31 to make in the Make-X interface.
- The Make-X interface now correctly works when creating summoning scrolls.
- All variants of Cockatrice eggs are now recognised when making a summoning potion.
- Turoths no longer have incorrect stats.
- Dominion Tower gloves will now degrade correctly.
- It's no longer possible to walk into a pillar within the Tears of Guthix cave.
- Urns now require the correct rune to complete them.
- Attacking the wrong ghost in Daemonheim is now balanced to make it more difficult.
- The requirements for the granite mace have now been corrected on the Grand Exchange.
- Blue dragonhide trimmed/gold sets are now free-to-play.
- Banker Gnomes are now facing towards their customers.
- Removed a force-walk tile in the Tree Gnome Stronghold by the swamp.
- Players are no longer forced to move away from a rock to the south of Draynor.
- Stats have been added to the Fremennik helm.
- The Black Guard should no longer be aggressive to low level players.
- Corrected level requirement on mouseover information for enchanted splitbark helms.
- The Zanaris Agility shortcut now deals the appropriate damage if failed.
- The Third-Age mage robes now state the correct defence level requirements.
- Culinomancer's gloves 9 no longer change stats when dragonbone upgrade kit is applied to it.
- Players can no longer pick up the stick in the Werewolf Agility Course whilst squeezing through the pipe.
- The Charge Earth Orb spell now lists the correct level requirements.
- Players can no longer run over the Lumbridge Swamp water.
- Killing the first troll in the opening game sequence with no weapon equipped no longer disconnects the player.
- Players can no longer stand inside the Al Kharid bank flag poles.
- Implings no longer fly through the cliff in Al Kharid.
- Flattened some tiles near the Desert Strykewyrm area to stop drops from disappearing under the ground.
- The Runecrafting Guild map now works correctly when a talisman is used on it.
- Horned graahks can no longer be killed using familiars.
- Removed poisoned weapons from the loot tables for the Shade Burning activity.
- Eating white tree fruit no longer brings up 'null' in the chat box.
- Dagon'hai robes requirement has been updated in the Skill Advance Guide.
- The bank interface in Darkmeyer no longer closes if you are trying to deposit what you are wearing, while wearing Darkmeyer clothing.
- Players can now place their cannon in the middle of the Kalphite Guardian dungeon without being told there isn't enough space to setup there.
- Ganodermic gloves will now prevent damage when picking nettles.
- The tooltip for heim crab potatoes now states the correct healing amount.
- Made some corrections to the Report Abuse interface as some text and buttons were misaligned.
- The jousting lance now overrides Dungeoneering spears correctly.
- The dragon keepsake box is no longer listed as being dropped in the Wilderness.
- Recoloured versions of the robin hood hat no longer have an extra 40 Ranged requirement.
- Treasure trail sweets, toffee apples and sugar skulls now heal an appropriate amount of lifepoints.
- The Armadyl coif now counts as an Armadyl item in the God Wars dungeon.
- The Dwarf Multicannon no longer targets Clan Avatars in areas it shouldn't.
- Corrected the stats for the ankh.

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 11th, 2012, 8:24 pm 
Marketeer
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Killa has been looking forward to this

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 12th, 2012, 3:28 am 
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that i have, gotta wait till rest at midnight to do more =(

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 13th, 2012, 4:09 am 
the 'teflon' coated
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I haven't been on Runevillage, or skilling, for a few days because my life now revolves around PoP.

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 13th, 2012, 8:25 am 
Marketeer
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Post some pictures.
Describe it. What is it like?

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 13th, 2012, 12:13 pm 
Yep Im still fuckin here
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Guess I'm going to have to check this out now that I finally have some free time

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 13th, 2012, 9:20 pm 
Minor King
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Dayumn. Wish I had 90 in one of those skills. Rather newbish still unfortunately. It looks awesome tho - and rewarding.

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 14th, 2012, 6:11 am 
Big, dirty shithawks.
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Pfft. Guess I'll be making a run at 90 slayer, then. I'm never getting 90 in any of those other skills. :weird:

So really, what are the rewards? How long does it take to get the new equipment?

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 14th, 2012, 10:48 am 
Tweaking all the time
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Still need 1 more herblore level and 4 slayer levels to have all those skills up to 90 :D Been loving PoP a lot, though it requires more attention during the day than I would've wanted. Seems to me that they could've also just made an app to manage your PoP while not playing RS.

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 Post subject: Re: Dec-11-2012 - Player-Owned Ports
PostPosted: December 14th, 2012, 11:24 am 
Marketeer
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That is a neat idea!!!

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