Talk:Player-owned port

Sailing?
whatever happened to the Sailing skill? 15:25, April 20, 2012 (UTC)
 * Uh it was never real? <.< 15:26, April 20, 2012 (UTC)
 * It was just a theorized skill. Nothing real. Blaze  fire 12  15:27, April 29, 2012 (UTC)

Runecast 2 - your questions answered states that PoP will be out towards the end of 2012.

Is it confirmed to be open to both f2p and members? Or only members?78.147.34.227 21:27, November 16, 2012 (UTC)

I believe it has been confirmed to be for very high leveled members Xicor12345 (talk) 23:48, November 16, 2012 (UTC)

Anyone have any ideas or hear anything about the requirements? I have 80 Smithing, Crafting, and Construction, but does that count as "very high levelled?" They also said the new Grandmaster quest would be "very high levelled," but I've completed all the current Grandmaster quests, so I'm assuming 80 is "high."

N1ghtshade3 (talk) 03:13, November 19, 2012 (UTC)

Confirmed to be released next week by Mod Mike http://services.runescape.com/m=forum/forums.ws?15,16,241,64128882,goto,1 --71.161.115.132 19:29, December 4, 2012 (UTC)

Did not knw how to add a reference but Mod Mike confirmed you will need 90 smith/craft/runecraft for the full set so you will not be required to get higher than 90. http://services.runescape.com/m=forum/c=M0IxNcBAncc/forums.ws?15,16,241,64128882,goto,4 fixed this do not know why when I added the hyper link it made it go to the first page url the confirmation is on page 4. --71.241.214.52 08:41, December 8, 2012 (UTC)

Its finally here!
Thats right! Its finally here! Talking cabbages are now in-game!

Naaaawwww, I'm just messing with you. Settle down there. Player-owned-ports is whats here! I don't have the requierments but I'm working torwards it. Gratz on anybody who can get anything good! I know I will >:) God of the Forge (talk) 15:05, December 11, 2012 (UTC)God of the Forge

70.16.220.137 17:17, December 11, 2012 (UTC)Good Luck on getting the skills I'm having fun with this new minigame and currently working on trying to get a cyclops sailor.

FYI: captains, crew and voyages are randomly generated. Therefore, it might not be ideal to document them on separate pages. Special voyages are not randomly generated however, so you can document these. - 212.44.29.52 17:55, December 11, 2012 (UTC)(Mod Michelle)

Traits vs. non-trait bonuses
Crew members can have traits that give them increased stats, as well as random bonuses to stats that don't show up as traits. My theory, based on my experience, is that the random bonuses only go up to +60 per stat, and anything +70 or above appears as a trait. Has that been others' experience as well?

152.7.49.48 19:27, December 12, 2012 (UTC)

OK, I found that I have a Varrock Chef with the Plucky trait but only an extra 40 Combat, so so much for that theory. As far as I can tell, then, there's just no difference between traits and random bonuses? Perhaps traits still tend to be higher, there's just some overlap? 152.7.49.48 09:38, December 13, 2012 (UTC)

Time to remove the "Under Construction" tag?
Kudos (and not Varrock Museum ones, either) everyone. Amazing amount of work and detail by everyone in a mere 36 hours. Thank everyone who tweaked my additions to make them better, I'm still learning this wiki editor stuff. :^)

As for the page, I think it's time to remove the "under construction" tag, as it's more tweeks and normal additions, corrections, and updates than actual construction of the page. Thoughts? Thundar the Barbarian (talk) 23:55, December 12, 2012 (UTC)
 * No, PoP is like a few hours old. The page needs to be reformatted too, it's hard to understand. I'm working on a better lead section right now. 23:56, December 12, 2012 (UTC)


 * Did you notice the massive reformat I did to organize all the port stuff in one place, the ship stuff in another, etc?  What other reformats would you suggest? Thundar the Barbarian (talk) 23:59, December 12, 2012 (UTC)

How do stats actually work?
On the topic of leveing up, are we sure it only gives 10% bonus to the base stats? I am pretty sure after leveling up I've had crew gain bonuses in their non base stats, and not the base stat. For example I have catherby fishermen with  bonuses to non-seafaring, who don't have traits, and that only happens after I level up..

Can crew members pick up those invisible traits from voyages? I am pretty sure I've had some crewmembers increase in their non base stats after voyages... I will try to keep an eye out for this in the future.

Platinummyr (talk) 05:12, December 13, 2012 (UTC)

I'm pretty sure it's just the base stats, but I could be wrong. The main thing that convinced me was having a Plucky Smuggler with 70 combat who didn't gain any combat when she leveled, since obviously a Stowaway with 70 combat will gain combat when he levels. I'm pretty sure the rest of my units have been like that as well, but I haven't documented very much. One example that I did document is a Varrock Chef with 20 combat and 10 seafaring, which didn't increase when he leveled.

My suspicion is that your Catherby Fishermen actually had their extra bonuses before they leveled up as well, but you just didn't notice at the time. I'm pretty sure that's happened to me. The crew roster doesn't show these bonuses before you recruit them, so it's quite possible for the first time you notice them to be after they've leveled, especially since when choosing the crew to use for a voyage, everyone sorta looks the same and their level isn't immediately noticeable.

152.7.49.48 10:00, December 13, 2012 (UTC)

I often have crew members gaining stats in various skills, not just their main one. E.g. Varrock Chef: 205 morale, but also 30 combat and 10 in rest. - Mavo (talk) 12:31, December 13, 2012 (UTC)


 * I also have crew members that I thought started with just 150 in a skill, but they have 10-30 in other skills now. I can't confirm if they had them at level 0, but they definitely do now and increase at further level up. As a second question, my crew members seem stuck at level 4, does anyone have a member at level 5? 08:34, December 14, 2012 (UTC)


 * I have crew members level stats that are at a base of 0. I have found it happens more often when I put them on a voyage that requires a stat that they don't have.173.26.190.140 09:18, December 18, 2012 (UTC)

Standard/Special voyages
Other than the names, these change constantly as the game progresses, the same name voyage may have vastly differing rewards or adversities... so why even have those listed in this section? Thundar the Barbarian (talk) 08:58, December 13, 2012 (UTC)

Traits
Has anyone seen a standard crewmember with more than one trait? Captains can have more than one, but I have over 20 crewmembers, and not one has more than a single trait. I keep having to change the "Traits" section back to reflect a single trait for crew members (as opposed to Captains), because it keeps getting edited. I'll happily stop defending the single trait for crew members if I can get some confirmation that they can have more than one, I'm just going by empirical evidence to the contrary. Thundar the Barbarian (talk) 08:58, December 13, 2012 (UTC)

Ok, I'll answer myself here. I finally recruited a crew member that had two traits. It must just be massively more % chance for captains to start with two traits than for crewmembers to do so. I will admit defeat and go amend the page :)    Thundar the Barbarian (talk) 10:14, December 13, 2012 (UTC)

One of my Ardy Shopkeepers gained a trait on levelling up yesterday. He started with Merchant (obviously), but now he's a Plucky Merchant.

I have had one of my captains gain a trait (after unlocking that trait via a voyage for captains) that it already had. Darsstar (talk) 16:19, December 16, 2012 (UTC)

Double reward?
Has anyone else noticed double rewards? I have 3% chime bonus from my warehouse, but nothing for gunpowder. Not using any traits like 'Merchant' either. This voyage was supposed to give me 350 gunpowder http://puu.sh/1ArGX

- Mavo (talk) 14:38, December 13, 2012 (UTC)

Was that the barmaid's tip? I got ~1400 chimes and 700 gunpowder from that as well, though it only claimed to give 700 & 350. 24.40.156.230 03:56, December 14, 2012 (UTC)

-- Yes it was, other people are getting it too, so it seems like the gossip can give double rewards. - Mavo (talk) 04:52, December 14, 2012 (UTC)

Crew Table
Do we need a column to indicate which classes have automatic starting traits (e.g., Ardy Shopkeepers always start with Merchant, First Mates with Solidarity, etc.)?

Is there a better way to show which crew are not immediately accessible? (Cyclops requires a voyage to be completed, for example.) Does Bamboo Golem require something to unlock? I've never seen one, but it's only been a couple of days since it launched.

Should it be broken into tables for each area? I'm assuming there will be another tier of crew available in the next area.206.221.149.50 16:03, December 13, 2012 (UTC)


 * Awww... after I put so much work into that table originally??? .  How about *organizing* it relative to area, then adding one more column that shows which area the crew is unlocked in (cyclops is when you get that island as a voyage, not before, so you would have "the arc", "cyclops island" [or whatever it's called], "the Skull", etc., for that column's entries), and another one to show automatic starting traits, if any?   There's so many tables as it is now, and stuff relating to each other really should be kept in the same table so people don't have to go back and forth between them to try to get all information. Thundar the Barbarian (talk) 19:29, December 13, 2012 (UTC)


 * That's what I did (and thanks for your work). They are now organized by area, and sorted by increasing resource cost within each area. For now, I just placed the Cyclops info below the table. If, as I suspect, there is a new tier of crew for each area you unlock, this will probably have to be spun off into its own page. That might be a good time to break up the table to make it easier to find what you're looking for.206.221.149.50 19:42, December 13, 2012 (UTC)


 * And I just added the two new columns.  The inherent traits need to be populated.  I also moved the table below the information paragraphs, it makes more sense there than in the middle of them. Thundar the Barbarian (talk) 20:38, December 13, 2012 (UTC)

Trivia
" *The unofficial world to hang around outside of the portal for player-owned ports is world 6."

Who does this????? Is it really needed? Thundar the Barbarian (talk) 05:34, December 14, 2012 (UTC)
 * No. 05:42, December 14, 2012 (UTC)

Captain vs captain
"Captain" is a title, and I believe it should always be capitalized (as opposed to "crew member", which is a description, not a title). Thundar the Barbarian (talk) 08:23, December 14, 2012 (UTC)
 * Captain is only a title with a name (used as an adjective) as in Captain Jack Sparrow. Most of the time in this article, this is not the case and thus should not be capitalized. It is just a normal noun like every other occupation. 08:37, December 14, 2012 (UTC)

Captain Starting Stats
The captains I have seen so far have all followed the same pattern of base stats (as shown in the recruiting window): 3 stats are the same value and the 4th stat is double that value. The ones I have seen have also fallen into 2 quality tiers: the worst captains (including your starting captain) have 50/100, the better captains have 100/200. (I'm assuming that there will be higher levels of quality available as you advance to new areas and upgrade port facilities).

Obviously, once recruited, these base stats are subject to modification by traits and the same small random bonuses that affect all crewmembers, but has anyone seen other quality tiers or captains that don't follow these basic rules for distribution of their base stats? Shogo Yahagi (talk) 17:15, December 14, 2012 (UTC)


 * Yes, I don't remember exactly what the stats were from the recruit screen, but ISTR one of my captains started out not following that pattern at all, and was higher than 200 in one of his stats to start.  Right now his stats are 150/360/170/190, so I know he started higher than 200. Thundar the Barbarian (talk) 18:10, December 14, 2012 (UTC)


 * I know that they can start with stats higher than that, but I was wondering what their boxes on the recruitment page say. The first captain I recruited started with 240 Seafaring, but her recruitment box showed all 100s except for Seafaring, which was 200. I guess I'll keep an eye on them and see what I see. Shogo Yahagi (talk) 21:08, December 14, 2012 (UTC)


 * Ok, I understand what you're saying now. Prior to recruitment, I see the trend too. I have also seen two tiers of captains, the first being with 50s and a 100, the second being with 100s and a 200. However, on the first day, immediately after the tutorial, I recruited one of the second tier named Rachel Read. Since then, I have gotten more of both. So it looks like the tier does not correlate with regions unlocked. I'm guessing there are more tiers, but it doesn't matter if they follow the pattern or not. We can just make a small table that says prior to recruitment, tier 1 captains have 3 50s and a100, teir 2 have 3 100s and a 200 and we can fill in the rest later. It doesn't matter if tier 3 ends up being something crazy like 2 100s, a 250, and a 400. 03:02, December 15, 2012 (UTC)
 * I think new types of captains can be unlocked with more regions, but just like crew you aren't guarunteed to get a good captain. Basically, I think better  captains will open up after the next region. It might also instead have something to do with the building upgrades. Platinummyr (talk) 04:12, December 18, 2012 (UTC)

Editor glitch?
There have been multiple times I have fixed, or tried to, as apparent glitch in the way the editor vs the live page shows. What happens is this:  There will be a link, a space, a small word such as "a" or "is", another space, and another word. The link only encompasses the linkable word or words, the spaces are clearly there when the document is saved, and yet when the live page shows, the link includes the word or two after it should, and the spaces are gone. I had a screen clip to paste here, but I apparently don't have permissions to upload a pix here n the talk page. But it would look like this in the editor: "of the Rusty Anchor is a portal"  and show up live like: "of the Rusty Anchorisa portal". I've tried both visual and source editing these, and once in a rare while, it will get fixed for a while, but it seems to recurr frequently, only in certain areas. Heeeeelllllllppppp!!!!! Thundar the Barbarian (talk) 19:02, December 14, 2012 (UTC)
 * Did this ever get solved? 05:48, December 15, 2012 (UTC)

Can crew/captains grow to lvl 5?
Does anyone have a crew member or captain at level 5+? I've been using the same guys over and over and they are stuck at level 4. 23:56, December 14, 2012 (UTC)


 * I'll bet it has to do with how many areas you have unlocked.  Wait until someone unlocks the next area (I believe no one has yet gotten beyond The Skulls) and I'll wager new levels will show up. :)  Thundar the Barbarian (talk) 00:03, December 15, 2012 (UTC)


 * Hahaha. I spoke too soon. I just got my Eastern Overseer to level 5. Took forever though. I use him for almost every single voyage! 02:51, December 15, 2012 (UTC)
 * Considering that the level progressions are undoubtedly larger and larger steps, just like a character's levels, it would make sense that it will get even slower Thundar the Barbarian (talk) 04:26, December 15, 2012 (UTC)


 * This begs te question, is level 5 the max or not? So far I haven't gotten any crew level 6; and I've heard people say that 5 is the level cap; but have not seen any proof. Has anyone got any idea? 83.101.44.209 05:52, December 17, 2012 (UTC)
 * I have three crew at level six at the moment. One captain, one eastern overseer, and one cyclops. 05:55, December 17, 2012 (UTC)

Abnormal stat increases
Tiny bit confused on stat increases now after looking at two "identical" crew members. Today I've managed to get two Eastern Overseers, 120 in all but speed. Over the last couple days, I've gathered the fact that stat gains upon leveling up is 10% of their base stats(in this case, 12 per level on the two overseers).

While currently looking at the two overseers, one is at level 1 with 152 moral(32 gained from a level), 142 combat(22 gained), and 142 seafaring(22 gained). The other overseer is at level 2 with the expected 144 moral, combat and seafaring(24 gained in each stat, 12 per level which is going by the normal 10% increase in base stats).

Fairly curious on what I've completely missed in terms of levelling, as I originally got them partially for the well rounded stats

121.220.200.17 13:57, December 15, 2012 (UTC)


 * It appears that crew members occasionally get a small bonus to a random stat as you progress. They can receive more than one, but I haven't watched them closely enough to determine whether it can happen any time a voyage is completed or only when leveling. Shogo Yahagi (talk) 20:32, December 15, 2012 (UTC)


 * There is a trait "Rallying Cry" that says it boosts 10% xp gained by crew on a voyage. Maybe this means 10% increase on the stats when growing a level instead of 10% closer to the next level. Did you have one overseer grow a level while on a crew with a cyclops? 07:01, December 16, 2012 (UTC)


 * I don't think that's what it means. We often see crew gain random bonuses in skills that were 0 to begin with and 10% of 0 is 0. Shogo Yahagi (talk) 21:23, December 17, 2012 (UTC)
 * I believe it's just something that can happen after a voyage, is you get an increase in personal bonus for the crewmember. Might also be only during lvling I am not really sure.Platinummyr (talk) 04:08, December 18, 2012 (UTC)

Starting and Balancing
Anyone else seeing a good trend to starting off and developing your crew rosters?

One good example I've been working with would be:

In Arc Region, starting

- use the cheap free units as much as possible (traveling Drunk, Stow Away, etc.  At least if you lose these crew members, you're not out anything)

- when you build up enough chimes and bamboo, invest in the specialists (Fisherman, Pirate, etc)

- Keep a few more of the specialists in the Seafaring, Morale, and Combat. Then slowly rotate out the free units.

- Only invest in 1 "speed", if at all. Invest in only 1 "merchant", if at all.

This approach will add time and potentially sacrifce chances at extra resources, but does at least let you maximize your chances at success.

- Keep a spare captain or 2 on hand. Rotate in a new captain only if the one you can hire is vastly superior to 1 of your reserves. (This way, if you happen to lose 1 captain, you're not stuck for the rest of the day.  Personally lost my starting captain on first mission of Day 2.  Was stuck with 1 ship sailing for 2 days because of that until I got a new captain I could hire.)

- Average no more than 1 "First Mate" type per ship, if at all.

- Build up resources to upgrade ship and port facitlities as soon as possible with just Bamboo and chimes.

In Skull Region

- Use your now inferior crew until you can hire better Skull region crew.

- When you rotate crews, dismiss the lowest stat crew members first. Eventually you should have almost nothing but the superior types for the region.

In future regions, repeat the process.

Deltaslug (talk) 21:29, December 17, 2012 (UTC)
 * Yea, for future regions, rotating crew is my first priority as they're the cheapest way to a much bigger benefit with low resources. Then once you got a better crew upgrading your ship should be the next priority. Then you could stick around in the same region to upgrade buildings if you like or move on to the next when able to. 12:14, December 18, 2012 (UTC)


 * Changing crew first also means your crew starts leveling before, meaning they get to higher stats in a lower number of voyages. It seems silly to waste exp on crew members you kow you'll replace (and dismiss) very soon. As you get closer to finishing an area, you'll get resources to finish all ship/building upgrades, at least for the first two regions. Tortilliachp (talk) 16:41, December 18, 2012 (UTC)
 * True ... but ... your crew only gain 10% of base XP when leveling.  Even if you take into account that your crew gains stats on voyages (yes, sending someone on a Seafaring Cruise might raise their Seafaring Stat some), newer area crew members will quickly outstrip your older units.  By the time a Brimhaven Pirate is Level 6, your Eastern Musketeer at Level 2 will have a higher Combat rating.  About the only thing you may sacrifice is a specialist you sort of turned into a "hybrid".  But you would have to have sent that crew member on a lot of voayages to have any meaningful stats in other areas.Deltaslug (talk) 21:54, December 18, 2012 (UTC)

Fifteen Voyages?
Has anyone actually gotten 15 voyages? I know the FAQ on the official forums says so, but I have not received 15 voyages, and I am wondering why the wiki here say so. Has anyone else received 15 rerolls? Platinummyr (talk) 04:06, December 18, 2012 (UTC)
 * At the game tick, I only got 12 standard voyages. I saw the forum post too and was wondering the same thing. I think it will be changed with this weeks update (hopefully in the next 12 hours), because there is other stuff in the FAQ that has also not been implemented even though they said it was (such as the teleport that will be added to the captain's log). 06:42, December 18, 2012 (UTC)
 * Looks like the update won't be till tomorrow. Platinummyr (talk) 22:01, December 18, 2012 (UTC)
 * Can we change this back to 12 until we get some sort of confirmation to the contrary?  I still only received 12 standard voyages today.  I think it's confusion over standard+special voyages (which is a total of 15 [+ any extra special voyages from visiting adventurers]).  Either way, it's causing some confusions I've overheard in GE conversations, arguing over which it is.  I believe we should leave it the known number until it actually changes, if at all. After all, it's not like Jagex has never been wrong in something they've put out :)   Thundar the Barbarian (talk) 00:34, December 19, 2012 (UTC)
 * I got 15 today. I still only have 12 rerolls, but when I filled the three voyage slots, no rerolls were used. 02:47, December 19, 2012 (UTC)
 * I completed all my voyages yesterday, so the 3 standard voyages for display were blank. Today I got 15 available standard voyages before I re-rolled the blank ones to fill them. -- 03:31, December 19, 2012 (UTC)

Workshop
Any information on this? Can you use it for skilling other than creating PoP rewards? 84.197.18.89 11:36, December 18, 2012 (UTC)

No-one has built the workshop yet. because the first people only got to the Hook two days ago. It's going to                         take maybe another week or more before somone can build it. Tortilliachp (talk) 16:37, December 18, 2012 (UTC)

Well, I already had the resource for it yesterday (just 500 slates), and others had too. Just nobody who wants to build it because it might be a waste. 84.197.18.89 16:43, December 18, 2012 (UTC)

Regions imagemap
I've added an imagemap/image with labels at the start of the Regions section. Also added a hidden comment with info about the label fonts and such used, so others can update it if needed. I had to play around a bit and learn from other image maps on other pages, 'cause wikia (of course) does not use a standard w3c image map format. Figured it out eventually, though, and I'll be happy to keep that one updated any time anyone edits that map to add the additional islands it seems every region is going to have, if so desired. So if anyone edits the map to add those and wants to make sure I see it and adjust the image maps, just shoot me a note on my Talk: page. Thundar the Barbarian (talk) 02:16, December 19, 2012 (UTC)