PotBS Dev Tracker

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ktatroe
1 in thread New Devlog: Sharing Game Data [Devlogs]
Quote:
Originally Posted by ArmEagle
I hope you'll announce any changes at least a few days ahead of time. I'm looking out to any improvements you'll make.

My scripts are already prepared for a few things that I hope are changing. But you never know for sure till the changes are known.
Yes. Anything that's a change that can break things will be announced ahead of time. (I'm not sure there are any breaking items in this first update, though -- adding timestamps, revising the X/Y stuff so the docs match the code (by updating the docs, not the code), that sort of thing.
Rhaegar
1 in thread Disallow **** organisations as Society Names. [Community Suggestions]
Could you send me a PM with the support reference number?
Aether
1 in thread Forum Problem 2 [Sony Station accounts]
We've checked into this problem, and applied a fix - you should now be able post without further problems. Would you double check and let me know if you run into any trouble?

I'll update your support ticket as well, sorry this took so long to figure out!

Best,
Aether
Rhaegar
1 in thread Disallow **** organisations as Society Names. [Community Suggestions]
If you feel a society or player has an offensive or inappropriate name, please file a support ticket so that our GMs can investigate.
Danicia
1 in thread KNOCK KNOCK, Awake FLS? [General PotBS Discussion]
Quote:
Originally Posted by Jamie Pick
i cant see any admins on atm look at whos online..i cant see any red names. so you can knock..but no ones home.
That's because some of us were playing the game.
Taelorn
1 in thread The ONE change I would ask for... [Ask an FLS Developer!]
Quote:
Originally Posted by Cynthia Carpathia
If there was one thing I would change about the game it would be the end game pve content.
We're working on it. Bey's Retreat is our prototype for challenging end-game content. We started off with a level 25 mission because we needed to go through the process. If we started at level 50, we risked causing some serious damage and it'd be much harder to get the balance right. Now we can apply what we've learned to level 50 content. Additionally, Player Port Governance is at the top of design's wish list and it'll have some wide-ranging impacts on PvE, PvP and the economy.
Taelorn
1 in thread Taelorn, Pirates vs. Nationals (No ranting inside!) [Ask an FLS Developer!]
Quote:
Originally Posted by Cat Swift
So I have to wonder, is this thread all about the forum fued between Halod and Garbad, and am I going to pay the price for it?
When it comes down to it, FLS makes the decisions. We listen to feedback, but we do not make changes blindly based on any amount of feedback.
Taelorn
1 in thread Taelorn, Pirates vs. Nationals (No ranting inside!) [Ask an FLS Developer!]
Quote:
Originally Posted by Halod Crane
btw, if you nerf btw2 I'd like a chance to pick 3 nat skills to nerf too

All skill feedback is welcome here.
Taelorn
1 in thread Taelorn, Pirates vs. Nationals (No ranting inside!) [Ask an FLS Developer!]
It's hard for me to get involved in a math-out for a few reasons (aside from the general time consumption). I only started working on skills recently, and I'm living in a world that's unfamiliar to you. So, this probably isn't the answer you want. :P

There are some major skill changes coming up that are currently aimed for around 1.4 (which will bring a forced respec + a free respec token). Everyone's getting new skills to replace duplicates, some skills are getting moved or replaced, some skills are changing, we're getting new skill capabilities, etc. The core functionality isn't really changing. We're working on some of the unused skill chains to make those better, and trying to give players more options overall. Those changes are going to upset the landscape a bit, but they'll put us in a better position for creating a more balanced environment once the dust has settled. The easiest way to balance things would be to ensure that everyone takes the same skills, but that's no fun. That's one reason this change is coming - we want all your ship skills to be important. Skill feedback will be especially valuable once those changes hit testbed/live.

When it comes to balance, the difficult part is the huge number of intangibles and related factors. We don't compare two skills directly for balance. We can run math on anything and everything, but to try to quantify every single aspect and variable would become an insurmountable amount of work. We go by skill chains, skill sets and overall utility offered by a career. Then we factor that with ships that are available, outfitting strategy, national flexibility, players taking different skill sets, tactics, etc. Then we have to see if players actually use things the way we expect, or if they find something unforeseen. Considering how many factors are involved, I think we're pretty well balanced in those areas for a new MMO. Usually a healthy debate with disagreement on both sides is a good sign. There's certainly room for improvement, and there are things we're working on addressing.

As for what I think about Pirates? Well, you can only jam so much stuff into one career, as I've explained in the In Concept Buccaneer Discussion. Pirates are supposed to be good solo players, but they also have to deal with group issues. Then there's the whole speed issue. And port battles and ship access. I'm opposed to bloating out the Pirate to make them do anything, because that just leads to tank-mages.

Since late beta, we've said that we believe a lot of the pirate problems come from general playstyle and organization, especially now that high-grade SOLs are not readily available. We've been waiting for pirates to organize and show us what the career is capable of doing. They have a great skillset - it was originally intended to be a mix of some unique cool skills and a grabbag of strong abilities from other careers. On a skill advantage, I do not believe that pirates are lacking, especially now that they have Wolf Pack. I felt they had a limited situational weakness for large-scale PvP before that, which is why we added Wolf Pack as an interim boost until the upcoming skill revamp. It was risky pre-skill revamp, but it's a step we were wililng to take. Pirates are already very strong solo, so we didn't want to give them something that would create a larger gap in that region.

Whenever capabilities are divided among multiple character options, there are going to be careers that have advantages in different areas. When comparing pirates, it's difficult because of the 1vs3 issue.
Misha
The mission mentioned specifically in the OP was, in theory, "fixed" by 1.2.x. by disabling the ability to turn in a partial order. However, more missions were found in 1.2.x that would allow partial delivery (thus enabling you to lose items) and that feature was turned off for them in 1.3.x. It's possible ConCo still hasn't found and disabled partial delivery for all delivery missions and partial deliveries can still enable you to lose items so I still want to warn people away from doing partial deliveries in any mission.