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isildur
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [Test Server Discussion]
Quote:
Originally Posted by Huneypie
Does this mean if we already read the Basic Consumables before the patch, we have to read it a 2nd time to add this recipe?
Yes. Thankfully, it's a fairly common book.
Joe
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [Test Server Discussion]
Quote:
Originally Posted by Captain Lackey
The what missions?
These are the missions I was referring to:
Quote:
Originally Posted by Patch Notes
There are a set of 20+ loot drops from the Rare Adhoc spawns that provide delivery missions. Some named NPCs such as Galloping Gerda and Corentin Sauvage now drop items that begin missions, when defeated on the Open Sea.

Joe
Joe
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [Test Server Discussion]
Quote:
Originally Posted by Rocky16
I'm liking a lot of these fixes, tweaks and changes in this patch.

But where is the 'major content' as you refer to it?
The new Point-a-Pitre is certainly a big part of the "major" in "major content". It's still coming in 1.2, but obviously not in this build. We just didn't change our internal vocabulary to "minor content update with another minor content update coming in a week". Bey's Retreat, the loot missions, and PaP are the major content in 1.2.

Quote:
Originally Posted by Salty Boots
lol, post the patch notes on the weekend so they don't have to deal with it until monday
Well that wasn't really the reason.

If I'd realized that PaP wasn't going to make it in time a week earlier you would have seen the patch notes at the start of the week instead of at the end.


Joe
Taelorn
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [Test Server Discussion]
Quote:
Originally Posted by Torantio Deathblade
on top of the nerfs to pirates snares
Pirate snares are now better than the national versions of the same snares. Their Cut Shroud is 30%, although it looks like that was missed in the patch notes.

Quote:
Originally Posted by dpdlc
Currently the game revolves around group buffs and pirates/privateers have none.
Pirate group improvements start in 1.3, not 1.2.

Quote:
Originally Posted by dpdlc
>Speed Increase 2.
Pirates get boned instantly. 20% speed buff that lasts 5 minutes, that 2 NO can keep up forever. Pirates have to sacrify more moreale/crew etc to match this single buff.
No longer 20%.

Quote:
Originally Posted by keline
Does these changes mean we're going to log in after 1.2 and find our alexanders deleted because we used 3 point refills?
No change to existing ships for durability.
Aether
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [Test Server Discussion]
The patch notes for Build 1.02.64.0 have been published, and we've created this thread for the Pirates of the Burning Sea Development Team to track your thoughts and reactions.

So if you've got some feedback, or you are looking for Developer comment on issues specifically related to Build 1.02.64.0, then this is the place to be!

You'll find the patch notes for Build 1.02.64.0 by clicking this link.

Enjoy, won't you?
Aether
Joe
1 in thread Discuss: Patch Notes for Build 1.02.64.00 [News and Press Releases]
Quote:
Originally Posted by GB
Any chance a GM can give me my lost duro point back when i do use it?
No, but if you sell the deed now and buy a new one after the patch, I bet you'll pay slightly less. In the long run the prices should normalize but patch day is going to cause a blip up before the patch and a blip down after the patch.


Joe
DrewC
Quote:
Originally Posted by jgoldshlag
Somewhat unrelated, but any chance you could fix newbie port decay when the port is captured? In fact, it might be nice if captured newbie ports got an unrest producing bonus for the original owners, to ease taking it back.

Another nice to have thing would be once unrest builds, spawn higher level NPCs around the port. It make sense (just like players, the NPC newbies avoid the pvp zones), and it makes grinding ports more fun (and profitable).
Good topic, new thread: http://www.burningsea.com/forums/sho...992#post209992

Quote:
Originally Posted by Kronus24
Looking good, DrewC. I think they changes will make a much needed improvement on the spawn rates. Do you think you can make the changes to go into the 1.2 patch?

Also how long are you figuring it should take to take a port from 5k to 10k? Figuring you have 3 groups of 6 players. Also,wont we still be able to use patrolling mission after 5k in the new 1.2 patch? How is that going to play in effect, with insta flipping a port?

Anyways, Keep up the good work FLS!!! FLS FTW
Unfortunately these changes will be 1.3, not 1.2 (which really means that 1.2 is that much closer to being released). I don't have a precise time frame in mind for unrest generation, I expect it to vary dramatically based on a huge number of factors: nearby ports, number of players pushing, what missions/turn ins they're doing, and flat out luck. My goal is for a player who only has an hour or two to play to be able to feel like they made a contribution to flipping a port in that time, though not necessarily actually see the port flip (depending on all those variables)

The patrol missions generate 40 unrest for your nation. In theory you can all wait to turn them in at once, but you would have to have over 100 players do that 'insta-flip' a port. I honestly feel like 100 players have much more efficient ways of flipping a port. This is sort of a tangential discussion, if you want to go into it more I'd start a new thread.

Quote:
Originally Posted by HoratioHornblower
one thing i was thinking is that when a port hits the 5k mark the amount of trade ships that spawn should decrease and the amount of military and privateer ships encountered should increase, and when the port gets to full PVP you should see almost now shipping, as it would avoid hi contention areas, and much higher lvl naval ships should spawn to turn it into a warzone. This to me makes much more since and should help make it easier for higher lvl groups, but also harder for lower lvl ones.
As Xaphod said, this does happen. The change I'm making is that now the merchant convoys that do arrive will be HUGE, escorted by a significant chunk of warships.


Quote:
Originally Posted by Xaphod
EDIT - Drew, how about altering the behaviour of ships when they reach a destination port based on what type they are..

Merchant A - normal behaviour as it is now (furl sails, despawn).
Merchant B - Furl sails, wait 30 seconds, move on to another town.
Military A - upon reaching port they follow a short patrol path then head back to town, furl sails, despawn.
Military B - upon reaching port they follow a short patrol path then move on to another town.
For technical reasons it's expensive (in terms of computation time for the server) for ships to reach one port and then turn around and sail to another. We're working on improving our efficiency there, so it might be something we can do in the future.

It's much easier to adjust the amount of time a ship waits at it's destination port. Would that help?

Quote:
Originally Posted by smiller2112
I've mentioned this before, but I really think it will help ship availability if you switch to spawning ships that originate at the town in question and move away, instead of ships that spawn at another port and travel to the contested port.
The reason we don't like that is that it results in everyone parked in one place waiting for things to spawn. The system we have gives you an incentive to move at least a little bit away from the port itself.

Quote:
Originally Posted by Xeos
Does this include changing spawn tables to match the nationality of the port if/when it changes hands as well? For instance, if a british port is taken by the french, will it start being weighed towards the french ships?
Yes. Note that nearby ports tend to contribute a significant number of ships to the 'ships in the area', so one French port among four British ports is still going to see a lot of British ships nearby.

Quote:
Originally Posted by Halod Crane
Out of curiosity... will this increase the number of ships in that whole Tortuga-MathewTown-Port-de-Paix-Irish Point area?
Actually, spawning ships part of the way along their path will likely decrease the number of ships in that area, at least slightly.

Quote:
Originally Posted by GB
@DrewC - would be interested to know on how you feel the effect of these changes will have if any on red circle PvP?
My intent is that these changes simply make it easier to manipulate contention, basically these changes are targeted at people trying to flip ports. While I'm sure this will have impact on people PvPing in the red circles, particularly in that it will change the behavior of the groups trying to flip ports, that's not my primary goal.
isildur
1 in thread Ship Names [Community Suggestions]
What I want to do is put a toggle in that lets you switch between ship name and player name in ship space (ship combat and the open sea). It's not high enough in the priority list to get attention from the UI team right now, though; they're busy making delivery missions not suck.
Rusty
1 in thread Pirates Plunder [In Concept]
I'll have you write my dev logs in the future. That's it in a nutshell.

Quote:
Originally Posted by Neobius
Interesting....and creative! I've had this nagging feeling in playing my Pirate nation characters, that we're just a "fourth nation" with no SOLs. That sometimes leaves me a bit depressed and uninspired at the Pirate role in the game. Of course, granting SOLs to the Pirate nation would indeed just make them a fourth nation, and suck the fun out of going Pirate. I'd love to see these kinds of changes made to give the Pirate nation more flavor and color. We should be the "spoiler" faction, here to ruin it for the three nations, and there should be some spoils in it for us! <grin>
Rusty
1 in thread Pirates Plunder [In Concept]
A small bowl of vanilla ice cream. :-)

Quote:
Originally Posted by Arronax
wait a second- what will nationals get when they take a pirate port?