PotBS Dev Tracker

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

Aether
1 in thread Update: What is "Community Suggestions"? [Community Suggestions]
You’ll recognize the posts in this area, as they used to live in the “Ideas for the Future” forum. The Community Suggestions forum is a place for our community to discuss, collaborate on and refine new and interesting ideas for Pirates of the Burning Sea.

Use this forum to test out your ideas against the other great minds of our community. These can be design suggestion, game features, mission content- you name it! The best and brightest ideas, as chosen by Flying Lab Software staffers, will then take the spotlight in our new forum area we call “In Concept”.

Enjoy, won't you?
Aether
Rusty
1 in thread About the unfairness of the guide. [Ask an FLS Developer!]
It's funny you say that, the econ tutorial is generally regarded as being too long and not teaching as well as we'd like. I'll be curious as to what you guys think of a new feature in 1.2, when there's a loading screen, we put up a tip about the game. It turns out there's a lot there that our own staff didn't realize.

Quote:
Originally Posted by Lepper
On the other hand, with no documentation and mostly lackluster tutorials (I have to say, the econ tutorial was actually a pretty well done example of what they can do when they try)
Rusty
1 in thread About the unfairness of the guide. [Ask an FLS Developer!]
Actually, we really don't make any money off of additional sales of the prima guide. Other game creators will know what I'm talking about, but effectively it's a one time payment.

Quote:
Originally Posted by Spinnaker Sam
That makes no sense. Rusty and the other founders have put millions of their own money into this game, as well as years of development effort. I think they have put a lot of stake in making this game successful. I highly doubt they did all that just so they could milk a couple million dollars from us. It will probably take them a few years to recoup the money they personally spent on this game.

I expect that means you'll be leaving us soon right? Afterall, you don't want to be one of the idiots being milked.
Rusty
1 in thread Why is the player-dev communication gone? [Ask an FLS Developer!]
No, it's more that we're just busy. I generally work 12 hour days at the office, and then go home and work more. And I'm going in this Sunday with Designco and some others to pound through a bunch of CS tickets to improve our response time. It's just a busy time.

Quote:
Originally Posted by beltpouch
I agree that the devs are not nearly as responsive as they were back in beta days. However, I suppose that's kinda expected somewhat. There is a lot more riding on what they say now then when we were in beta and they need to be a lot more careful about how they go about it I imagine.
Rusty
1 in thread Why is the player-dev communication gone? [Ask an FLS Developer!]
We have to go somewhere to steal the design ideas of the people we don't listen to.

Quote:
Originally Posted by Kamui
Heck, I'm surprised the devs even look at the forums. I mean, who wants to go someplace where a vocal minority live to do nothing but attack and flame you, and then whine and kvetch when you're not around to attack and flame?
Rusty
1 in thread Pirates Plunder [In Concept]
Cool ideas, but again, a whole bunch of code that would have to be written. We don't trigger missions on you automatically based upon a port state.

Quote:
Originally Posted by solstan
If you are a national trapped in a pirate captured port, I think it would be fun if you were transported to a jail instance, confronted by a pirate and offered one of three choices:
Rusty
1 in thread Pirates Plunder [In Concept]
That came up. There's no really good answer here, you'll see a loading screen when the Pirates take over, and you'll be back at the dock and suddenly the town is in pillage mode.

Quote:
Originally Posted by Spinnaker Sam
I like the direction this is going and it is enough to make me roll a pirate after it is implemented. I do have a question as a national though. When the town changes over what happens to all the national players that might be hanging out there? Will I be walking down the street and suddenly it becomes dark and all these new objects and NPCs just suddenly appear? I am concerned about the transition between the different states.
Aether
1 in thread Why is the player-dev communication gone? [Ask an FLS Developer!]
So let me know what you think about this approach.

Best,
Aether
DrewC
Unfortunately Xaphod, there isn't an easy way for us to do that. That's a big part of the reason we're modifying the spawn system to spawn ships much closer to their destination port. This should greatly increase the number of directly incoming ships to each port.
Rusty
1 in thread Pirates Plunder [In Concept]
I don't think we'd let you do the mission just once, though we might not give out the rewards or smaller rewards for repeated play. The idea is to turn the town into an amusement park for Pirates, with many cool and different activities, and to make it so fun that when Pirates take a port, the whole nation immediately lowers sails and makes for the port.

The rest of your idea, with the harder mission that changes according to systematic effort, is cool but would require a significant amount of code work.

Quote:
Originally Posted by Wintersdark
This sounds fascinating. I can't wait for my Pirate to be... a pirate!

I'm assuming that these missions will be available once per "raiding" of the port? So, pirates raid a port, it's changed to the "Being Pillaged" port, and the NPC's have the assorted missions, all of which can be done once. 3 days later, the port reverts. If the Pirates raid that port again, all of it's missions are available again?


Just as a thought, it would be VERY interesting if you had very, very difficult, Bey's Retreat style 50 missions available in the raided port that award national victory points the first time they are completed successfully in each port (to prevent a swarm of groups from "farming" map win VP's). These missions would encompass the actual sacking of the fort/town/city/whatever.

Taken further, have these missions be impossibly difficult at first, but become easier as the regular port raiding missions get completed - maybe offer temporary buffs as players successfully complete the raiding missions, or have them otherwise affect the big mission.

As we cannot hold ports, this would provide an additional means of building map victory points. If the mission was worth 1 vp, that would make a port capture and resulting mission completion worth 4 vp's, instead of just 3 for the port battle win.

The contentious point here is this actually gives Pirates a PvE method of obtaining VP's, though minor and only after PvP conquest.

I think this would make for a fantastic way to squeeze involved, extremely difficult group missions into the game in an intriguing way.

I suppose this makes those missions pirate only, however, which may be a problem?