PotBS Dev Tracker

All times are Eastern USA (GMT -04:00)

Taelorn
1 in thread 1000 y away and still behind islands on spawn? [Known Issues / Troubleshooting]
It sounds like there's a problem with the error-checking on the spawns. We'll look into it.
Taelorn
1 in thread People joining fights who were docked... [Known Issues / Troubleshooting]
When you enter the open sea (whether from a port or an Ad-Hoc), you shouldn't be able to attack other players or join battles for 60 seconds. It should be possible to attack NPCs during this period.
Rusty
1 in thread Pirates Plunder [In Concept]
Quote:
Originally Posted by Ravenau deLusan
This was the original idea. I thought it was a good one because it made perfect sense from the pirate PoV. The last thing pirates would want is to see one nation establish a hegemony in the Caribbean because the next target would be pirates. Unfortunately, I don't think the devs thought winning by the strategy of maintaining a balance of power to be interesting enough.
I think it's interesting enough, and i haven't heard anyone around here disagree with me.
Rusty
1 in thread Pirates Plunder [In Concept]
Quote:
Originally Posted by SWBgHz
So, in short, you get new models for the town and a couple/few PvE missions? Not saying the idea is bad but how is this a 'reward' for taking a port? You think level 50 people give two ****s about some new missions (probably from same repetitive template system) when the PvE in this game is so bad to start with? And once the first two or three times goes past seeing the new port model what is the big deal there? Sorry to be harsh but this seems like the same lame development ideas that has the game in trouble now - sounds good sitting around a room talking about it but in the end it is really meaningless stuff that doesn't appeal to people nor really reward them for the risk of attaining it. No tto mention that the only reward here is giving PvP players some PvE missions - new animations are neat the first couple times you see them but hardly a reward for port battles.

So in the end it is again the flawed premise of doing this part of the game (in this case PvP) to open that part (in this case PvE). Grind hours of contention in PvE to open PvP zone and continue to get PvP battle and risk the stacked odds against pirates winning to get a new town model and some PvE missions? This just makes no sense at all.
Dude, you're harshing out on my idea! :-) Let me be specific to address your concerns.

Rewards:
1) New, cool missions, not drawn from the template system (which we stopped using once we got enough missions in the game). Missions that provide different gameplay and tone than the other missions in the game.
2) New animations and content in the towns.
3) Lots of loot.
4) Special loot items.

New content, gameplay, and loot are generally considered good things.
Rusty
1 in thread Pirates Plunder [In Concept]
Quote:
Originally Posted by erch
If pirates are supposed to be spoilers, could the port revert back to its original owner after the pirates leave? This way they can have a serious affect on the NvN victory stuff by causing the conquered ports to basically reset.

Taken to the extreme you could add another variable in the victory status just for pirates. Give the nations a set time, say 6 weeks, if no nation can win in 6 weeks the pirates win. It makes sense because this means the pirates are doing a decent job “spoiling”.
I'll bring it up.
Rusty
1 in thread Pirates Plunder [In Concept]
Quote:
Originally Posted by jadedduck1
Wait, what incentive do nationals have to take pirate ports? 3 victory points? You get 10 more for taking and keeping another nationals port, and even if you lose it, well you got the 3 for winning anyway. The only benefit is a day-before-update blitz, which may not necessarily be easier than a day-before-update blitz on national ports.

So, seriously, what incentive is there for a national to raid a pirate port?
I was referring more to nationals having incentives to take national ports. But there was an interesting idea mentioned about reducing the effect of Pirate PvP in the national struggle.
Taelorn
1 in thread Alright, can we drop the Lineship Bundle req for Privs/FTs yet? [Discuss: Ships, Ship Combat, & Ship Skills]
Some of the specifics for high-end ships will change, but we're not removing the ingredients that make them expensive to produce.
Taelorn
1 in thread Contention system as intended now? [Ask an FLS Developer!]
We made changes to fix the # of points generated, but not the killing blow issue. That's more complicated, but it's not as intended and we're working on a fix.
Rusty
1 in thread Bloody Pirates... [In Concept]
As noted in the thread I stole this out of, we're already doing some of this, but I'm intrigued by the option of having nations pay Pirates to do their dirty work. Anybody want to chime in on how a nation could do this (i.e., who is a nation, how much money, which pirate do they give it to, etc.)?
ktatroe
1 in thread Data Service API [In Concept]
Quote:
Originally Posted by Taralin Snowden
or perhaps not. it looks like the values in the example represent population levels, rather than actual counts. so "0" would be "light", "1" would be "medium" and "2" would be "heavy", for example.
That's correct.

Quote:
which raises an interesting question: if that is indeed what the numbers represent, would there also be a query that could be used to retrieve the mapping of what each number means?
Yes, the API provides a way of getting "natural language" versions of every ID that it uses (port IDs, population levels, etc.)[/quote]

Quote:
(I assume from discussion I've seen in another thread that this API will handle localization as well)
The API supports localization, but only English strings are provided out of the gate.